Orbis Bug Thread (Old)

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Brigit's code seems fine, don't know why she wouldn't pop. From where did you enter the Ring? What type of plot?

Ring was on hills/ice and I attacked with my whole stack, including level 16 werewolf lucian, from a crystal plains/ice tile.

As Magister said, I'm pretty sure werewolf 'capturing' code is borked somewhere; Doviello units with Lycanthropy simply don't make new werewolves on kill contrary to the tooltip, and his experience with orthus' axe and mine with brigit seem to back that up somehow :)

Thanks for all your help with this great mod Opera!
 
Just hit the Ring of Carcer with a level 16 Lucian and didn't get Brigit. Is it because he was in werewolf mode?

Using Patch C - I used a level 15 Alazkhan to try and free Brigit. It just killed her. So then I tried reloading and declaring nationality. She still got killed. So then I gave up, entered World Builder and just gave myself a copy of Brigit at that location.

There is definitely a bug there somewhere.
 
This has probably already been reported, but I seem to be missing some "button" artwork from the Doviello chariot (in the city screen and when showing the currently selected unit above (left side of screen) the action portion of the screen). I THOUGHT that this was controlled by the "button" reference in the Unit Arts definition, but I guessed wrong since I made sure this pointed to an existing chariot "dds" and it didn't fix the problem.

If you can tell me how to fix this myself so I don't have to wait for your next patch, I would be in your debt.

Thanks!!

P.S. I unpacked your "PAK0" file and compared its layout to the art definition and it APPEARED as if everything was there... (and, NO, I haven't made any changes to your mod). Just to see what happened, I made a copy of the "PAK0" from FfH 2, renamed it "PAK4", and placed it into your "Assets" directory. Bizarre as this is, it actually fixed my problem though I have no clue as to the overhead or problems involved in doing this...
 
I've ran into an error for the second time in the past two days and it appears to be a type of error that, destroys the integrity of game IF you save it following this exception.

As will be obvious to the developers, this error occurs when I am exploring a den (in this case a lion's den). The error actually permits you to continue, but crashes (Civ4 must close message) if you continue to the end of your turn. As I indicated above, in the event you save AFTER the above error and try to reload from it, Civ 4 crashes (again) with a "must close message".

Here's the verbiage; hopefully it will help:

Traceback (most recent call last)

File "CVSpellInterface", line 32, in cast

File "string", line 0, in ?

File "CVSpellInterface", line 4383, in spellExploreDen

File "CustomFunctions", line 755, in exploreDenBigBad

File "CustomFunctions", line 102, in addUnitFixed (I'm not sure if I have the name right)

Runtime error from Unidentifable C++ exception

Last night I hosed my game by destroying the integrity of my save (I hadn't saved for a few turns and was playing a "hotseat" game -- by myself -- and was so frustrated I didn't continue.

Anyway, just to let you know, I think that you guys did a masterful job designing this game. Thanks for the fine effort!!!
 
Some scenarios like the grand menagerie crash when i try to load it, others like barbarian assault are messed up ("cut lowest player in 4900 turns") (also these turns go up instead of down!)

Im running BTS 3.19; ffh2 .41d with media pack; orbis .24c

Any help would be nice :cry:
 
When summons open a treasure chest, the chest does not vanish however the summon still gets an item.

Also, once you can build Man'o'Wars and Cutters you can no longer build galleons which appear to be better ships at transporting
 
I've ran into an error for the second time in the past two days and it appears to be a type of error that, destroys the integrity of game IF you save it following this exception.

As will be obvious to the developers, this error occurs when I am exploring a den (in this case a lion's den). The error actually permits you to continue, but crashes (Civ4 must close message) if you continue to the end of your turn. As I indicated above, in the event you save AFTER the above error and try to reload from it, Civ 4 crashes (again) with a "must close message".

Here's the verbiage; hopefully it will help:

Traceback (most recent call last)

File "CVSpellInterface", line 32, in cast

File "string", line 0, in ?

File "CVSpellInterface", line 4383, in spellExploreDen

File "CustomFunctions", line 755, in exploreDenBigBad

File "CustomFunctions", line 102, in addUnitFixed (I'm not sure if I have the name right)

Runtime error from Unidentifable C++ exception

Last night I hosed my game by destroying the integrity of my save (I hadn't saved for a few turns and was playing a "hotseat" game -- by myself -- and was so frustrated I didn't continue.

Anyway, just to let you know, I think that you guys did a masterful job designing this game. Thanks for the fine effort!!!
Thanks for reminding me of this bug. I found the issue, it was a call to UNIT_LION_PRIDE even though the unit itself doesn't exist. Will get fixed.

Some scenarios like the grand menagerie crash when i try to load it, others like barbarian assault are messed up ("cut lowest player in 4900 turns") (also these turns go up instead of down!)

Im running BTS 3.19; ffh2 .41d with media pack; orbis .24c

Any help would be nice :cry:
Unfortunately, it requires a lot of work to make the scenarios work under modmod so it isn't perfect yet :(

----

I still haven't figured out the cause of the Brigit bug.

I didn't took time to look at the Doviello Chariot issue.

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@Master_Hugian: I'll have to look at this summon thing, thanks :)
The thing about Galleons, I don't know; it should be discussed in Balance & Suggestions thread I think, to know what other players think about it ;)
 
Hmmm...

I think I'll wait for FFH patch e but I'm planning on packing a new Orbis patch myself if I don't hear from Ahwaric until then. There's some bugs I know how to fix, some critical (like the lion pride one), some less (blood of phoenix).
 
I'm still back on 24B, so I don't expect its worth much study, but I wanted to report a hard crash (to BIOS) on about turn 70. Most likely it is a problem with my flaky Gforce card, but I thought I'd record the event in case others are also seeing this.
 
Not sure whether a bug or just peculiar: I attacked a gobbo (not a Wolfrider) with a Wolf, won and recieved - a wolf. Not bad at all, but maybe the sth. wrong with the underlying mechanic?
Btw: Patch B
Yeah, wolves have 10% chance of popping a new wolf unit after combat. Don't know why though :lol:

Suggestion: give the Hunterline of the civs that are at peace with animals a spell, that allows to "move" a lair. In essence this would allow the hunter to destroy the lair and get a tamed animal of the appropriate type, which then can resettle the lair elsewhere.

Prereq would be of course subdue animal.
We'll take that into consideration ;)

Don't know if it's fixable, but the 'Challenged' promotion is supposed to go away after combat, but it doesn't, it goes away after a turn. Unfortunately, this means that any 'enemy' unit that's inside your borders sees it as a regular animal during their turn and just kills it...
As someone said, it's to limit animal spam. Not sure if it should be changed.

The Scions of Patria don't create Reborns when razing citys under the glory-civic. The code from CvEventManager suggests they should, but the glory-civic is compared to the cultural-value civic, not the labor civic.
Thanks ;)

As of now, I gathered all these bugs and oddities:
  1. [Gameplay] Wolves produces wolves after combat;
  2. [Gameplay] Unable to move dens if at peace with animals;
  3. [Gameplay] Alcinus' Thaumaturge's Keep buildable multiple times by different civ;
  4. [Minor bug] Spooked promotion available upon level up;
  5. [Critical bug] Specters able to pass through city defenders and raze city;
  6. [Minor bug] Unable to choose "sacrifice population option" for Patrian Ruins event;
  7. [Unsure] No troll caves with OrbisContinent;
  8. [Unsure] No werewolves spawning for Doviello Lycanthropy;
  9. [Minor bug] Hill Giants can't pillage roads;
  10. [Gameplay] Mazatl don't get any incentive to have (Deep) Jungles;
  11. [Minor bug] Bad check for CIVIC_GLORY in CvEventManager;
  12. [Major bug] Brigit doesn't spawn for some people;
  13. [Critical bug] CtD caused by call to non unit UNIT_LION_PRIDE in CustomFunctions;
  14. [Minor bug] Bad variable referenced in Blood of Phoenix code;
Is there anything else?

@Caradoc: I'd need more info anyway :)
 
Where did you get the Verocchio graphic? I want it bigger so I can make a constume of him, Halloween is approaching (please PM me if you know)
 
You can't remove troll lairs. I can't imagine that this is intended.
 
Ahwaric made a mistake in 0.24C change to spellPeace and spellPeaceSevenPines. See my post #862. I tried it out and the AC really does not do what it is supposed to.
 
Could you also have a look at the Ghostwalker, Reaching Creeper and "Feed Creeper" problem. It still looks like Ghostwalkers can't actually cast Feed Creeper. I've looked at the code myself but couldn't spot the problem.
 
Hmmm...

I think I'll wait for FFH patch e but I'm planning on packing a new Orbis patch myself if I don't hear from Ahwaric until then. There's some bugs I know how to fix, some critical (like the lion pride one), some less (blood of phoenix).
Opera, you must be one of the developers so might know the answer to my "fix" to the missing artwork (described earlier). Am I shooting my foot off by placing another "fpk" file in the "Assets" folder -- especially when it most probably (well actually definitely since I unpacked them and compared some of the contents) contains much of the same artwork? Am I creating a big overhead in the game (I noticed that in playing "single" on a huge map the game basically died around turn 350, the saves going over 850K in size).
 
Orbis 24C

There is a couple of bugs with the Infernals :

- When I first summoned them using the Sheaim, I switched to the Infernals but everything surrounding Dis was black. I saved and reloaded and the map updated.

- In the save I have uploaded, click next turn and a barbarian lizardman will "attack" Dis causing all of my units to exit the city. The lizardman then sits triumphantly in Dis (without conquering it) while my extremely powerful Demon lord gets chucked out :(
 

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# [Critical bug] CtD caused by call to non unit UNIT_LION_PRIDE in CustomFunctions;

Sorry to have to mention this, but it also happens with other animals, usually connected with the pack-leader-event. Irrespective wether the lair is cleared or not. :eek:

PS: Happens with all patches so far, iirc also in FF (not 100% sure) :confused:
 
Just thought I'd mention that the "explore den" is marked in such a way that it can be miscasted. I had a lions den in a haunted lands and it took me 6 turns to explore the damn thing. I'm not sure if this is intended, maybe they using scrying spells to explore, i dunno, but I figured that may be a quick easy fix so there ya go =P.
 
Playing the Scion minor leader Publius who has the Tolerant trait seems to make it so you can't build Temples of the Gift in conquered cities. This ruined my plans for an undead lizardman army, and frankly makes managing conquered cities really lame because you don't have any haunted lands.
 
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