Orbis Bug Thread (Old)

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While autoplaying, I've seen the AI escorting its workers and its settlers. However, I added a tweak in python that forces the AI to build at least 3 warriors in a city before building anything else (or maybe this is 3 warriors in all the empire...). But what can a warrior do against a giant spider?
 
RE: Animals attacking CTD

Autosave splatted the original save file when I was bughunting, but it was "An animal has risen to defend it's lair" popped a boss lion & two lionettes, they spawned adjacent to Hyll (in disorder, just taken from Ljosalfar that turn; containing one injured honored band) and the lair square (one healthy honored band). Boss lion "Cerdia" (sp?) went for the city square rather than the lair square.

I actually facepalmed when I realised I'd autosaved over the one that triggered CTD; at the time I just wanted to get my win on.
 
The ability the Ljosalfar (and Svart I would guess but haven't confirmed) get with the Subdue Beast promotion doesn't work; the one whose button looks like a dragon or a wyvern. I assume it is supposed to be either "Challenge Beast" or "Mesmerize Beast" but it doesn't actually do anything at all and is called "Mesmerize Animal" just like the one you get with Subdue Animal but with a different button.

It neither challenges nor mesmerizes anything :)

Which makes dealing with the huge SWARM of griffins in my territory rather difficult. I found by trial and error that while I can't use "challenge animal" on griffins (the button doesn't show up while next to them) if I use the ability on an animal that is next to the griffin, the griffins also get the challenged promotion so I can sort of use that hack on them.

But, yeah, the challenge/mesmerize (dunno which it is supposed to be) beast ability that comes with Subdue Beast doesn't do squat.

I must admit that with the ljosalfar at peace with animals (which is cool), the animals ability to wander around my territory, my inability to clear out the dens, and the fact that challenge beast doesn't work is making playing the ljosalfar rather tedious. I'm spending 90% of my time dealing with the swarms of animals running all over the place; since I can't remove their dens they just keep coming back.
 
Thanks a lot for the new patch ! Having a lot of fun with the mod.

The game seems very stable now. I had a few CTD's, having to do, IMO, with a vine stack popping up after searching an animal lair. Something happened then when I tried to attack the square that caused a CTD each time. Unfortunatelly I don't have a save, but I'll try to get one if it happens again.

I also noticed the message displaying the creation of the troy horse showing a purple square instead.

As for animals invading and roaming your territory, I have to say I'm not sure I like it. It's probably me and that I need to adapt to it, but I feel like it adds to the annoying micromanaging of watching for your workers and moving them constantly out of danger instead of an interesting gameplay mechanic. That's especially true for fast animals like gryphons that sometimes come out of nowhere, but bears are also a PITA. The spiders at least have the decency of not roaming freely around your empire, lol.

A little off-topic from things I wondered while playing: Is there a way to remove haunted lands ? Maybe with sanctify ? I remember checking the civilopedia entry but found nothing there. Also, this is more like a suggestion: Would it be cool to have a potion shop that sells them, instead of just finding them by chance ?. There's an alchemy tech that could fit it, but I was thinking of something earlier to counter the plague/disease/rabies that, more often than not, you get from looting lairs.
 
After reading Colbert30s post it occurs to me that I've only had one crash with 0.23d, and that was when I tabbed in and out of the game repeatedly in a fairly rapid manner. Don't remember why I did that. So it probably had nothing to do with Orbis.

So kudos on the stability. Seems much better.

The AI seriously can't seem to handle the animals: I haven't lost a game since 0.23a on Immortal+ and I am not the greatest player ever.
 
Not really. In fact, I was thinking lately of trying that as I figured it would be nice for my gnolls to have a constant flux of things to hunt in their borders. But I also thought that it may be a real pain to have Spiders and Griffins roaming inside... Maybe you should tweak their power a bit?
I decided to remove animals from borders. They should move fine if caugth inside, but should no longer enter on their own.
Also, I tied some animal spawning to Techs. Animal civ will now get techs at the same rate as barbarians (orcs) and griffons, spiders, sea serpents and krakens I tied to a tech. Actually, I rarely see any griffons/spiders at all now, probably will have to work on it some more (or do AI autoplay beyond turn 120). Seen some gorillas, too :)
Speaking of animals attacking cities, I once had a city captured by a Hawk.
:crazyeye:
I can see arguments either way for animals inside borders but, in general, I think there are still too many animals. They spread like locusts in areas that aren't settled quickly. Like every tile ends up with an animal on it: Last night was the most I'd seen: I stepped on a hill and there was a square of about 25 tiles (5x5) with 19 lions on it!
That happens if there is a lair and neighbouringh civs are either animal friends or not active in exploration. Normally, ther are not so many animals.
Ahwaric: One thing you might not have imported in CvUnitAI was a tweak which should lead to the AI sending more defenders with their settlers, and sending a defender with their workers. Doesn't work very well unless you have also increased the default number of defenders they try to keep in each city so they have spare units to toss around without risking city loss, but works fairly well if you did.
Thanks for the tip, I have added it. It does work even without forlife tweak, and I think forlife is too strong. Civs hardly expand because of so many warriors.
While autoplaying, I've seen the AI escorting its workers and its settlers. However, I added a tweak in python that forces the AI to build at least 3 warriors in a city before building anything else (or maybe this is 3 warriors in all the empire...). But what can a warrior do against a giant spider?
I do not like python AI setting as it seems to limit it too much. I think the survival rate is ok now, and I did some extra tweaks, so most civs started to research agriculture. I also have increased the preference to build cities near rivers.
My main problem now is to remove lairs that pop next to capitals as they cause some serious problems for the AI. I will try to secure a zone free of any lair.
The ability the Ljosalfar (and Svart I would guess but haven't confirmed) get with the Subdue Beast promotion doesn't work; the one whose button looks like a dragon or a wyvern. I assume it is supposed to be either "Challenge Beast" or "Mesmerize Beast" but it doesn't actually do anything at all and is called "Mesmerize Animal" just like the one you get with Subdue Animal but with a different button.
Thanks for the info on challenge beast, had some bugs.
But why do you have to get rid of animals? Just let them be, they will protect your land and only provoke the ones you need to settle in cities or use as totems.
The game seems very stable now. I had a few CTD's, having to do, IMO, with a vine stack popping up after searching an animal lair. Something happened then when I tried to attack the square that caused a CTD each time. Unfortunatelly I don't have a save, but I'll try to get one if it happens again.
A little off-topic from things I wondered while playing: Is there a way to remove haunted lands ?
Thanks for the info on stability, at last some good news :) If anyone gets a repeteable CtD, plase save me a save to work on.
For haunted lands, try one of the following:
sanctify (remove)
vitalize (forest)
burn (burned forest->forest)
The AI seriously can't seem to handle the animals: I haven't lost a game since 0.23a on Immortal+ and I am not the greatest player ever.
As I have mentioned above, that should not be a problem any more. Also, AI got some extra bonuses and should be more competetive now (hope so).
 
If anyone gets a repeteable CtD, plase save me a save to work on.

Ask and ye shall be given. It includes a Bannor game at standard speed, huge Continents map, using Orbis 0.23d. Hope the save is of use.

By the way, thanks for a truly stunning mod! To me, you managed to perfectly strike the balance between the sensory overload of Fall Further and the disregard the original Fall from Heaven pays to Beyond the Sword's concepts like spying and corporations. Thanks a lot!
 

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Thanks for the info on challenge beast, had some bugs.
But why do you have to get rid of animals?

Because I hate their beady little eyes in their beady little faces. They are plotting against me, I know it. I hate them, yes I do. Hates them.
 
Dangit! I've hit a repeated CTD on turn 607. Very stable up until this point. This is with 0.23d. Save is attached, just hit end turn. I'm going to try to restore back and get around it but so far not successful.

update: I cant figure out what is causing it. I made peace with the balseraphs in case it had to do with fighting in my war and set production on everything to culture if it would end in 1 turn in case it was a queue problem and it still crashes. D'oh.
 

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Oh, I forgot to mention: Still getting stacks of 5 hill giants spawning very early in the game in desertish areas. And, of course, now they can wander around in your territory like the animals. So desert starts are death knells for the AI and extremely questionable even for the human player. The giants either gotta spawn only one at a time OR not come into your territory.
 
I can't select the option that gives you Galean whilst playing as Amurites (I haven't tried it with other civs)
It don't even display that it gives you Galean.
 
Oh yeah, and speaking of not being able to choose, how fan you select "digdigdigdigdig" option in buried Patrian ruins under your city?
 
I believe your city must be large enough to be able to sacrifice the same amount of population to rush production. I think I was able to dig once and when the city in question was pretty large.
 
This Luchuirp savegame seems to be broken. Whenever I try to end the turn, it hangs forever on "Waiting for other Civs".

It's really depressing, I was really enjoying this one.
This is the start of the turn, I've tried doing different things, but at turns end it always hangs.
View attachment AutoSave_Turn_0250.CivBeyondSwordSave

This is a save from the end of the turn, to get to the hang faster.
View attachment QuickSave.CivBeyondSwordSave

I did add one line to the XML,
Code:
<iAirCombat>2</iAirCombat>
inside the accuracy promotion, because I just missed the siege power of fiery golems. That didn't seem to be a problem though.
 
Ask and ye shall be given. It includes a Bannor game at standard speed, huge Continents map, using Orbis 0.23d. Hope the save is of use.
Dangit! I've hit a repeated CTD on turn 607. Very stable up until this point. This is with 0.23d. Save is attached, just hit end turn. I'm going to try to restore back and get around it but so far not successful.
I have tried both saves and narrowed it to one Balseraph city each time. For inkreis, the easternmost city, for AgentTBC, a small coastall one near capital (beggining with M I think). Removing them fixed the game, but no idea what the actuall problem is as both seem ok. :crazyeye:
Will try to dig some more
Oh, I forgot to mention: Still getting stacks of 5 hill giants spawning very early in the game in desertish areas.
I will limit barbarian spawning to 4 in one stack and already added (23e) a prerequired tech to gians, so they should spawn later (save for single ones from steading)
This Luchuirp savegame seems to be broken. Whenever I try to end the turn, it hangs forever on "Waiting for other Civs".
I did add one line to the XML,
Code:
<iAirCombat>2</iAirCombat>
inside the accuracy promotion, because I just missed the siege power of fiery golems. That didn't seem to be a problem though.
Your change does not affect the problem. In fact, it might be a good idea.
But, unfortunatelly, the save does get WooC for me too. Did not have time to hunt for the cause yet, seems a hard one...
 
Cool, thanks. Lots more stable overall, that repeatable CTD was kind of a fluke. Like I said my only real concern at this point is that the AI has a lot of trouble dealing with both the 3 food requirement and the more powerful animals; the combination tends to mean 75% of the civs I encounter have between 1-3 cities no matter how far into the game it is. Seems like you're on that, though, since you said there are some improvements in the pipeline already.
 
How does Orbis interact with the various maps? I tried a couple games on older maps rather than Creation or Erebus and the number and strength of animals seems vastly less. Is that some kind of setting? Or just a result of the way the Erebus and Creation maps end up with little pockets surrounded by mountain peaks?

Barbarians seems way less prevalent as well than in Creation/Erebus.
 
Running 23D, on turn 172 my game was waiting for other civilizations in perpetuity. I let it run for 15 minutes and never advanced to the next turn.
 
I don't know what the problem is but whenever I try to play a Decius scenario (into the desert and wages of sin) it wont even start. I also don't know if there is a problem with any of the other scenarios.
 
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