Orbis Bug Thread (Old)

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Couple of bugs I noticed on my last multiplayer game:

1. My friend, who was playing as the mazatl, couldn't upgrade his Priest of Agruon to Mquitzli after researching Malevolent designs, even though the unit was way past level 6. He says he's not going to be the lizards again until this is fixed :).

2. As the Sheaim, I can confirm that their national mysticism-tech building (observatory of someone--forget the name) doesn't give units built in the city the tainted blood promotion.
 
I get a crash when i hit a new turn on this file. i have tried alot of ways around this place. like not starting the war on mechanos and then the crash wont come until alot later. but i cant get by it forever :( i
 

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I am getting repeatedly CTD´s when a barbarian unit is entering the same place with an invisible unit (playing with scions --> hunter in haunted lands)

edit: got another one, save attached
 

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I'm unable to capture the city next to the highlighted unit in the attached save game. I noticed that the last unit defending the city fled from my attacker, which might have caused this situation, but that was a few turns ago and I've still been unable to take the city using normal tactics (worldbuilder still works heh heh). Only other thing I can think of from a debugging perspective is that this used to be Acheron's city before the AI captured it.
 

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I've got the same Problem with CTDs. When starting round 314 the Game crashes. I tried to avoid this by loading a game from round 302. Only result was it now crashes when starting round 313. Is there an error log or something? I have no idea what causes the CTDs.

Update: I tried do delete each Civ one by one. It turned out that the mechas (or what ever their name is) causes the trouble. After deleting their two citys (but leaving some units so the civ is not destroyed) i can go to the next turn. The cities do not complete anything during the turn so i can go around the problem but i have still no clue what causes it. Strange thing is, when deleting the smaller city (not the capital) the city is not removed but instead al units in the city are deleted and the population is turned to zero. As far as i know this is not normal. Any way deleting the second city is all that needs to be done to go on with playing. But if anybody has an idea why this is happening let me know.
 

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I've noticed that the game almost always seems to CtD around mid-game when the Mechanos end up in the game....not sure why, but thought I would mention it so someone in the know might be able to investigate further.
 
↑ Yes, independently, I've also come to the same conclusion about the Mechanos causing CtDs in the midgame. Wish I was a better modder/programmer so I could help debug, rather than just complain about it.




Oh very minor bug, but it seems that lizardmen are represented by two different colors, mint green on the map but brown on the leaderboard thingy in the lower right.
 
Ok, I am back. Finally finished Dragon Age, got some rest from modding and willing to do a bit ;)
I have some serious work to do before the end of january, so do not count on version 0.30 before then. But you never know...
On the other hand, I should be able to produce the patch finally soon. No specific date, as I failed to deliver on two previous ones... Thanks for not complaining.

... Wait a second... "Broken Sepulcher does not produce fire mana unless explored" ... Shouldn't that be either A: Pyre of the Seraphic or B Death mana?
Ok, you got me. Pyre it is. :mischief: I should not do bugfixing and changelog updating while having fever.
Update: I tried do delete each Civ one by one. It turned out that the mechas (or what ever their name is) causes the trouble.[...]Strange thing is, when deleting the smaller city (not the capital) the city is not removed but instead al units in the city are deleted and the population is turned to zero. As far as i know this is not normal. Any way deleting the second city is all that needs to be done to go on with playing. But if anybody has an idea why this is happening let me know.
I had simillar experience. Guess we are close to finding the cause. Thanks for all the saves guys, I will check them and try to disable mechanos unique mechanics to check what is broken.
 
GOOD NEWS !!!! :)

I hope not to jinx it, but might have fixed Mechanos crashes.
Mechanos lack adept unit, and that breaks AI. I think it is related to mana nodes workaround for the AI (so that AI workers can build these), but I am not sure.

Anyway, after I changed adeptus to unitclass_adept and changed the entry in civinfo, the saves you provided stopped crashing. It might be just luck as this bug is quite capricious, but I checked 3 saves, 4 times each. No crash.

Still, I would like to make sure before I mark it as "fixed".
If you have CtD save and mechanos are in game, the attached file should help. Just unpack it to Orbis directory, replacing 2 files. The files really need to be replaced, if you did not get asked if to replace, check the file dates. I really need you to make sure you use the new files before reporting if anything got fixed.

Obviously, it does not break saves. Please let me know if it helped.
Looks like 0.24 got a quickfix after all ;)
 

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No feedback? I know that I disappeared for some time and no one playes Orbis any more, but...
Anyway, I will assume it works unless told otherwise.

Haha, same basic thing we had with the Jotnar... They had no Worker/Settler. Any of the 'hardcoded' AI's need to be available, regardless of how the civ is designed.
I had been wondering why your Mechanos crashed and mine didn't.... Don't have that AI. ;)
Now you need to tell me where it is ;) (or is not in Rife case). I just can't find where it is coded.
 
i've noticed a few times that my army ends up kicked out of enemy territory and moved to the nearest neutral or friendly tile after a combat round, i don't think it's a spell that's causing this but i've been wrong before.

i attached a save that will demonstrate what i'm talking about, note, it's a very loooong combat turn so you may wish to turn off "show enemy moves" if it's not already.
 

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No feedback? I know that I disappeared for some time and no one playes Orbis any more, but...

Not my fault my laptop finally conked out and with a wife who is now unemployed means I have to practically arm wrestle her to get computer time. :lol:

I will be eager to check this out since I tend to play either Mechanos or Scions. It's been these crashes that have caused me to play mostly Planetfall or Dune Wars...when I'm not playing L4D2. :goodjob:
 
We play with the 024i and the Patch 24 N in MP.

But I think the Fantasy Music has gone? I didn't hear the Soundtrack from ffh2.

And we get OOS but we didn't know what the reason is.

Have anyone an idea?
 
i've noticed a few times that my army ends up kicked out of enemy territory and moved to the nearest neutral or friendly tile after a combat round, i don't think it's a spell that's causing this but i've been wrong before.
i attached a save that will demonstrate what i'm talking about, note, it's a very loooong combat turn so you may wish to turn off "show enemy moves" if it's not already.
Are you sure they did not just withdrew? At least part of that stack did that, but I am not sure if all of them...
I will be eager to check this out since I tend to play either Mechanos or Scions. It's been these crashes that have caused me to play mostly Planetfall or Dune Wars...when I'm not playing L4D2. :goodjob:
With that fixed, I am not sure if we have much CtD left, none I can think of now. But I am sure I will be proven wrong soon ;)
I am going to release the patch tomorrow (hope so). It is more or less ready, but I want to make sure everything got in.
We play with the 024i and the Patch 24 N in MP.
But I think the Fantasy Music has gone? I didn't hear the Soundtrack from ffh2.
I did not touch the music - should work as in FfH
And we get OOS but we didn't know what the reason is.
Have anyone an idea?
There is no way to say anything with no info on what is happening in game.
Anyway, OOS is a problem I have yet to fix - there are several identified factors, but I wanted to fix CtD and other things first
 
Just upgraded to Win 7 from XP so having to re-install everything. Finally found that pesky Civ IV disk 2 so I'll have it back on my system shortly lol.
 
Are you sure they did not just withdrew? At least part of that stack did that, but I am not sure if all of them...
Watching that combat round again, I'm fairly certain that the vast majority of those units ended up in neutral territory without ever fleeing, but I've been wrong beforeand I don't have the expertise to review the combat log to see if it looks fishy. There was a lot going on that turn so it *is* possible they all fled, but I just don't see how...


I'm pretty sure I've seen this happen before but I didn't report it, so I'll let you know if it occurs in my new game...



Edit: I didn't realize spirit guide gave a +10% withdrawal chance , so it's very possible that's what took place in that combat round. I'll see if I can find another more clear-cut example, but in the mean time I'd say hold off on investigating it further.
 
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