Orbis Bug Thread (Old)

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I'm playing malakim and have empyrean on 24A. I just got priesthood but cannot build (vicars) or upgrade my ecclesiastics to vicars. (I meet all the requirements priesthood, temple) I can provide a save if it will help.

- I also cannot cast my worldspell religious ferver
 
Exception when exploring a Lion lair:

[snip]
File "CustomFunctions" line 755 in exploreDenBigBad
File "CustomFunctions" line 102 in addUnitFixed
Runtime Error: Unidentifiable C++ Exception
 
Encountered a problem with the ring of carcer. I had a level 18 lucian, and went to grab her. She was sitting on an island of ice that was 1 square large. Upon moving onto that tile, it killed her, and I didn't recieve her.

-Colin
 
Another problem... I can't upgrade my hunter to an assassin when I have poisons.. I think it may be a problem from gaining the ingenuity trait with a minor leader. Since more things are affected I am sending my save.
 

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Do we see that much Razorweed and Sheut Stone? What are they? Is cotton used?
Well, there's the forge that uses gold already. Maybe the Jewelry could use ivory, pearls and patrian artifacts and the forge gold, gems and silver?
Well, I think using Entropy needs punishment :lol:
Cotton is used for eweavers guild and tailor kuriotate unique building. Jeweler is kuriotate unique, too.
I am not sure if :mad: should be added for mana - if it is in, it is for everyone. Infernals and entropy? Scions and death?
I'm playing malakim and have empyrean on 24A. I just got priesthood but cannot build (vicars) or upgrade my ecclesiastics to vicars. (I meet all the requirements priesthood, temple) I can provide a save if it will help.
- I also cannot cast my worldspell religious ferver
I have checked the save, it is broken as you can't adopt religion. Is there ANY chance that you have started this game in 0.24, without a patch.
If so, how DARE you report a bug for patch A when B is already out and using a game started in plain 24 when I have told that this particular bug was fixed in A but it does break saves (this time it allows you to lead saves, but these are broken neverthless) :p ;) (jk if there is any doubt left)
Exception when exploring a Lion lair:
[snip]
File "CustomFunctions" line 755 in exploreDenBigBad
File "CustomFunctions" line 102 in addUnitFixed
Runtime Error: Unidentifiable C++ Exception
Thanks, hopefully fixed.
Encountered a problem with the ring of carcer. I had a level 18 lucian, and went to grab her. She was sitting on an island of ice that was 1 square large. Upon moving onto that tile, it killed her, and I didn't recieve her.
-Colin
Yeah, she is created on the tile her rescuer came from... Will try to find a way to put her at the right tile.
 
Cotton is used for eweavers guild and tailor kuriotate unique building. Jeweler is kuriotate unique, too.
I am not sure if :mad: should be added for mana - if it is in, it is for everyone. Infernals and entropy? Scions and death?
Actually, I think I'll add a new thing to CivilizationInfos.xml to have civ-specific bonus modifiers. Maybe.

Thanks, hopefully fixed.
What was the bug? I looked but couldn't find what was wrong.
 
Actually, I think I'll add a new thing to CivilizationInfos.xml to have civ-specific bonus modifiers. Maybe.
Nice idea :)
What was the bug? I looked but couldn't find what was wrong.
A few spaces too many I guess. That is why I added hopefully...
When looking for it, found another bug (exploration centaur spawning) and fixed that too.
Where is patch B at? I looked in the welcome to Orbis thread but it's still listing patch A.
Ooops, forgot to update it.
I always link patches in the first post of this thread, too.
Also, if you click the link for patch A, you will be taken to B anyway (I just replace old ones...)
 
If so, how DARE you report a bug for patch A when B is already out and using a game started in plain 24 when I have told that this particular bug was fixed in A

AHHHHHH so sorry!!!!!!!! I totally started another game with patch A and then went back to an old game and forgot it wasnt' patched! Im ******** :P Thanks for clearing it up :D -- still didn't get why my hunter wouldn't upgrade.. so thought it was something else too.
 
Hello.
I just updated to orbis 024b, ffh2 0.41d and after adopting a religion (OOs or AV for example), towns do not change their graphics, neither cities (if they are supposed to, I don't remember). Farms do change graphics but towns not.

Yes I know, I made a thread from this but when I pressed "Submit..." It was too late already so I'm reposting in the correct thread.
 
Patch B.

I seem to have broken Korinna the Black Lady as the Risen Emperor. I think I made her assume Haunt form outside of Haunted Lands; because of this, she still has the (unusable) 'Assume Haunt Form' ability while she is in Haunt form -- and she does not have the 'Become Corporeal' ability.

So, she's stuck as a Haunt until she goes Barb and annihilates me. (Korrina can get so strong!) But, luckily, I have an autosave from before that happened!

If this is a bug and I'm not overlooking something (the Scions have terrible documentation :x), I have attached the save game.
 

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AHHHHHH so sorry!!!!!!!! I totally started another game with patch A and then went back to an old game and forgot it wasnt' patched! Im ******** :P Thanks for clearing it up :D -- still didn't get why my hunter wouldn't upgrade.. so thought it was something else too.
No problem. I will check hunter to assassin upgrade in 0.24b
I seem to have broken Korinna the Black Lady as the Risen Emperor. I think I made her assume Haunt form outside of Haunted Lands; because of this, she still has the (unusable) 'Assume Haunt Form' ability while she is in Haunt form -- and she does not have the 'Become Corporeal' ability.

So, she's stuck as a Haunt until she goes Barb and annihilates me. (Korrina can get so strong!) But, luckily, I have an autosave from before that happened!

If this is a bug and I'm not overlooking something (the Scions have terrible documentation :x), I have attached the save game.
I am the one that have broken it. Haunt ability can give one of the two promotions - haount or haunt_korrina and the haunt ability was fine, but dehaunt ;) required the wrong one. Fixed for the next patch, will try to make a quickfix soon (at work atm...)
On the other hand, you should not be able to haunt her outside haunted lands - it is required by the spell. Also, she should not turn barbarian - her version of the promotion does not carry any risk.
Better documentation... Now that is something I should do...
 
Hmm, I'm switched out of any cultural values civic to religion right off the start of a game.
 
not sure if it's a bug or not, but I was playing as the Agressive Svartalfar minor leader. Got Fellowship of Leaves and received Spiritual for it, then during the same turn I was given Ingenuity too.

Now, I did just reload after messing up in WorldBuilder, so maybe that's what triggered it :-p

(Anyway, perhaps a Pedia entry about how Minor leaders work might be useful?)
 
When you gain a new trait, you have some chance of gaining Ingenuity as well :)
 
Hmm, I'm switched out of any cultural values civic to religion right off the start of a game.
Hmm, should work fine in 24b. Will take alook when I am back home.
not sure if it's a bug or not, but I was playing as the Agressive Svartalfar minor leader. Got Fellowship of Leaves and received Spiritual for it, then during the same turn I was given Ingenuity too.
(Anyway, perhaps a Pedia entry about how Minor leaders work might be useful?)
What Opera said, ingeniuty and magic resistanc can sometimes be gained together with some other trait.
The description is already in, check orbis concepts page.
 
Hmm, should work fine in 24b. Will take alook when I am back home.
I tested with bare 0.24b and it didn't work. After looking at the code, I wonder if it won't just choose the first one of the civicoptiontype...

Yeah, it seems it's that. With the base code, the game sets the civic to one the player can use. With your code, it sets it to the first civic in the category even if the player can't use it, since it is a loop that breaks if successful and the first result will always be successful... And the first is religion.

I know I could bypass this by setting a PrereqTraitNoTech to the cultural values civics... But it isn't optimal. I will think of some code to work around this...

Edit: I know! You can just make a check to see if the civic is the starting cultural value of the civilization :)
 
Hmm, I couldn't get it working... So I just commented out everything inside verifyCivics() and it works great :lol:

I find a way finally!

I replaced your:
Code:
						setCivics(((CivicOptionTypes)iI), ((CivicTypes)iJ));
						break;
By:
Code:
						setCivics(((CivicOptionTypes)iI), ((CivicTypes)GC.getCivilizationInfo(getCivilizationType()).getCivilizationInitialCivics(iI)));
						break;
So that civics are resetted to initial civics when needed. This way, no problem. The only thing is that, when you switch out of your initial cultural value civic for another, you won't be able to readopt it if you haven't the necessary tech.
 
So that civics are resetted to initial civics when needed. This way, no problem. The only thing is that, when you switch out of your initial cultural value civic for another, you won't be able to readopt it if you haven't the necessary tech.

Great, thanks! Truth be told, the current state of that code left me uneasy.
I am fine with re-adopting values needing techs. They are avaliable early, and if you change your values, you better know what are you doing.
 
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