Orbis Bug Thread (Old)

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I am tired to explain it over and over.

While I see it may be annoying, having to explain this feature over and over, imagine how annoying it is to have to reenter your settings anew for every single game. Maybe I am just lazy (yes, and probably overindulged ;)) but I 'd even prefer if the map settings could be saved. In short: Please don't.
 
It seems to be only the Bannor that have this issue, and only with dungeons.
A further issue, is that as the Amurites, my archmages were unable to cast the lichdom spell, perhaps because Lich is now the "National Unit" for demons and the scions of patria as an archmage replacement?
Strange, it works fine form me - both exploration and archmage conversion. I wonder what is the cause. I hope stand alone install will help to identify the cause...
sorry for causing confusion...
No problem, it is reported quite often
While I see it may be annoying, having to explain this feature over and over, imagine how annoying it is to have to reenter your settings anew for every single game. Maybe I am just lazy (yes, and probably overindulged ;)) but I 'd even prefer if the map settings could be saved. In short: Please don't.
I know, and that is the reason I did not disable it.
But it is a really small edit to enable it back, plus map settings reset is quite minor issue compared to game with options like no-religion.

So, I think I will disable saving by default to remove this issue.
If you want, advanced user will be able to enable it back. I may even post a separate file with saving enabled.
But really, the only thing that has to be done to enable options saving is changing:
Code:
ForceGameOptions = 1
to
Code:
ForceGameOptions = 0

in Orbis.ini file in mod folder

Edit:
Also, a quick update. I am still working on my RL stuff (already late with it) so modding will have to wait till weekend. I am really looking forward to it :)
 
Not sure if this is a bug or intentional but when creating a new vassal as Scions, I got a new Scion race which is fine but I then noticed that they were able to create all the Scion personalities which I found a bit odd. I mean shouldn't their be only 1 Thermoch?
 
What do I do to make these red blobs disappear? Im playing Orbis 0.24P. I also get one of these in Jubilee...

khazad.JPG
 
~vampires get more experience from feasting in cities with larger populations. this might be the way it's intended, though i cant think of why this would be the case


~probably best to include a full description of what 'purge of the unfaithful' does in the mouseover data, as of now it just reads "raises the armageddon count +3."
going for a 'gone to hell' victory, i built it thinking its only effect would be to raise the AC, so i was in for a nasty surprise when my cities revolted and my temples were removed


~does the AI mechnos know how to build refined chaos nodes? it's a big part of their strategy, given many of their units affinity for it and their inability to build mages, yet it seemed like the AI was building 'necromancy' nodes instead... also you may want to review the AI mechnos' research line as well, their playstyle is quite different from the average agnostic Civ and they can become a powerful mid-to-late-game force by beelining steampower--> machinery--> alchemy--> arquebuses, instead the AI had teched up to build knights and marksman but none of their uniquely powerful mechanical units...

~vanquishing a rival removes all the civs unit's including fort commanders, yet the forts remain in their possession and under their cultural control after the defeat

~typo in capria's refusal to talk during war, should read "talking to you is pointless" instead of "treating with you is pointless." relatedly, many lizard leaders are missing dialogue options, instead of having it read "fill" when this happens, maybe at least have them *hiss* at you until proper text can be written...
 
~vampires get more experience from feasting in cities with larger populations. this might be the way it's intended, though i cant think of why this would be the case

When vampires feast, it reduces the population of the city by one, and then the vampire gets experience equal to the new population.
 
When vampires feast, it reduces the population of the city by one, and then the vampire gets experience equal to the new population.
i see that, but... why? is it because eating an urbane citizen who lives in massive metropolis for some reason provides more experience to a hungry vamp than a uncultured dope who lives in a small town? if so, that's a stretch if you ask me :)


edit: it would make more sense imo if feasting granted either a random amount of experience (say between 1 and 15?) or a flat amount (say 8?)
 
i see that, but... why? is it because eating an urbane citizen who lives in massive metropolis for some reason provides more experience to a hungry vamp than a uncultured dope who lives in a small town? if so, that's a stretch if you ask me :)


edit: it would make more sense imo if feasting granted either a random amount of experience (say between 1 and 15?) or a flat amount (say 8?)

It's to penalize using lots of small cities to feast on, rather than a few large cities; Limits the vamps a bit.
 
It's to penalize using lots of small cities to feast on, rather than a few large cities; Limits the vamps a bit.
hmm except it seems to have the opposite effect when running FoL: i can have my vamps graze on my size 25+ cities that regain the feasted population point every turn and pick up 24 experience/turn, while it would take 3 turns to get that on smaller population 10 cities. imposing some sort of cap would also make AV a better match for calabim than FoL, which might make sense lore wise as well (not that i know anything about lore...)


would like to discuss this further but we should maybe do it somewhere other than the bug report thread tho :)
 
Playing as the Illians, I cannot build farms away from water sources even after researching construction (on ice). However, if there is a resource tile (like corn or something) that is 1 tile away from fresh water, and a farm is built next to it, it will still get irrigated.

-Colin

Edit: Also discovered that you can't release elephants to create an ivory resource on ice
Edit 2: this is all with orbis .24 P
 
Hail, friends,

I recently downloaded the Orbis mod and current trying it. I was playing the Scions just to see how they worked and what they were like. As I got into the later stages of the game, it seems to crash within eight turns of reloading the saved game. I try to save after each turn to try to keep the game going, but the constant CTD's are really reducing how much I enjoy the game.

One thing I have noticed is that the CTD always seems to happen when I am selecting a build option from a city menu and it always happens after I select something..then I would get the bad memomy allocation error and the game would CTD. I didnt go through all 80 pages of posts here but I know that the crash bug is listed as something unresolved.

I have attached the save game to this file so you guys can check it out.

Hopefully you guys can fix this before you release .30.
 

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One thing I have noticed is that the CTD always seems to happen when I am selecting a build option from a city menu and it always happens after I select something..then I would get the bad memomy allocation error and the game would CTD. I didnt go through all 80 pages of posts here but I know that the crash bug is listed as something unresolved.

I have often found that the game crashes when I try to go out of the from the city screen. I'm not quite sure what causes it. :confused:
 
I have often found that the game crashes when I try to go out of the from the city screen. I'm not quite sure what causes it. :confused:

I think that's caused by the Civ4 engine itself. Presumably it "shuts down" the 3d graphics when you enter the city screen, since you can rapidly switch between cities. Leaving the screen seems to force the game to load all textures and models into memory very quickly. Since that can cause a slowdown on my computer in the late game I guess that your low end rig is at it's most vulnerable at that moment. If something is going to go wrong, it's bound to do it when the system is taxed to the max. So to speak. :undecide:
 
I think that's caused by the Civ4 engine itself. Presumably it "shuts down" the 3d graphics when you enter the city screen, since you can rapidly switch between cities. Leaving the screen seems to force the game to load all textures and models into memory very quickly. Since that can cause a slowdown on my computer in the late game I guess that your low end rig is at it's most vulnerable at that moment. If something is going to go wrong, it's bound to do it when the system is taxed to the max. So to speak. :undecide:

I dont believe this is the reason unless FFH2 uses THAT many more graphics and 3D animations than the regular game and many of the mods on this site. I play several different mods and I have not had this error come up and this one comes up too frequently to think its just a Civ 4 bug.

As it is, Im playing the mod Modern Era Warfare 1.0 right now and Im not even getting a slow down. That mod has Revolutions as part of its build and its running rather smoothly atm which is suprising.

We'll see when either another patch or .30 comes out.

Peace, friends!
 
To save me reading the entire thread,

Does anybody know why Hyborem instantly dies after I research Infernal Pact, about 90% of the time? I usually play ErebusContinent/OrbisContinent, and the games are multiplayer. Thanks.
 
To save me reading the entire thread,

Does anybody know why Hyborem instantly dies after I research Infernal Pact, about 90% of the time? I usually play ErebusContinent/OrbisContinent, and the games are multiplayer. Thanks.

Never happened to me but now Infernals spawn in city with AV religion and this causes them to declare war on civ that owned this city. If city was owned by a powerful civ they often are able to kill Hyborem instantly.
 
~typo in capria's refusal to talk during war, should read "talking to you is pointless" instead of "treating with you is pointless."

While there are way too many typos in these mods, this isn't one. They are using "treating" in the sense of "making treaties".
 
found some bugs: (hopefully no feature)

playing on huge maps, a ctd occours when i scroll using my mouse, not very often, but not never as intended. :eek:

--------------------
still looking for my axe :king:
 
~the haste spell has an inconstiency that is very powerful when exploited. assuming a unit has 1:move:, if you cast haste on him at the beginning of the turn and move him on a forested or hilled tile, he will be unable to move again. but if you move him first, then cast haste, he will be able to move an additional tile. so there is never a good reason to cast haste at the beginning of the turn, it is doubly powerful when casted on units that have already moved.


~this is a minor AI issue and not a bug, but the Elohim should never be willing to make peace while their fortress worldspell is in effect. there is only exception when making peace would be prudent, and that's to save a vassal, but the vast majority of times it would be better for the AI to wait until they can actually be threatened by invasion before making peace.
 
Ok, I think I have just made the quickest quickfix I ever did.

If you want Dao to spawn elementals in cities, use the attached file.
It does not break anything, so please use it. You know you want to ;)

Edit: now also allows AI to play as Dao or Palatinate

Edit2: Air & Water elementals can't enter ocean (elders still can), earth elementals (including elders) can climb peaks.

Edit3:
Added new leaders defeated text, elemental swarm & blessing of weles help. Also, fixed some issues with these spells. Fixed icons on improvements visited message

Edit4:
Fixed elemental spawning (no group spawning), fixed caged exploration result icon

Edit5:fixed adept art & some icons (crews, slave trade)
 

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