Orbis Bug Thread (Old)

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Okay, further debugging.

Changed the loop that creates henchmen to
Code:
for i in range (iHenchtotal):
	v = [str(item) for item in [iHenchman, newUnit.getX(), newUnit.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH]]
	CvUtil.pyPrint(';'.join(v))
	bPlayer.initUnit(iHenchman, newUnit.getX(), newUnit.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)

First run, I got lucky and got one pack leader result that didn't crash. Log contained this:

Code:
PY:105;21;16;NO_UNITAI;DIRECTION_SOUTH

Second run, lucky again, one pack leader with crash. log

Code:
PY:-1;27;16;NO_UNITAI;DIRECTION_SOUTH

More than likely, the error is due to the -1 there, which should be the return value of gc.getInfoTypeForString(sHenchman). -1 certainly looks like an error value.


And follow up with some extra debugging to find what the values of lHenchmanList, sHenchman and iHenchman are, we find that:

Code:
PY:['UNIT_WOLF', 'UNIT_WOLF_PACK']
PY:UNIT_WOLF_PACK
PY:-1

PY:['UNIT_WOLF', 'UNIT_WOLF_PACK']
PY:UNIT_WOLF
PY:105

So, conclusion, it crashes when it tries to create a Wolf Pack. Are these packs even in Orbis? I thought they were FF only.

Hmmm. Looking at the rest of the code, it seems I got bloody lucky when I randomly decided to plop down Wolf Lairs, since there's no packs that can come out of other lairs...
 
Yeah, my hunch told me it was an henchman thing. Maybe there's a unit who don't exist...

Checked, yeah, there's a reference to WOLF_PACK unit which doesn't exist in the XML :lol:
It will be fixed in patch G, thanks for the python exception, Falc :goodjob:

Edit: Oh, didn't see your second post. Good debugging, Falc ;)
 
So, for now, patch G has this:
Spoiler :
Patch G (unrealeased)
  1. Fixed a crash due to lair exploration;
  2. Fixed some missing TXT_KEYs resulting in NONE in the pedia;
Spoilered because it's not out yet ;)

Most likely, patch G will also have some tweaks to cottages.
 
Most likely, patch G will also have some tweaks to cottages.

NOOOOOOOO!!!!

Ahwaric did an amazing job at improving the economic part of FfH, and except for the much improved tech tree, increasing the amount of food required to feed your citizens and nerfing cottages were the biggest improvements. It was way to easy to feed your citizens in FfH, leading to explosive growth and making farms mostly optional. In the technological era where FfH takes place ~90% of all people were farmers (in the real world) an "urbanized" fantasy world just feels wrong when you still have knights around. From an historic point of view urbanization and the decline of aristocracy / monarchs go hand in hand. If you really add +1 food and +1 hammer to cottages as you said in another post, cottages will again be the most build improvement - the "default improvement" - like in BtS. The fact that cottages are not self-sustaining (as far as food is concerned) is a real improvement. You should have to build farms to feed your urban population. Hell, we still need to do this in the 21st century, and on the technological level of the FfH world, a hell lot of farms are required to sustain a larger urban area.

Right now I find myself building almost all improvements, even stuff like Foresters and Yurts. I DO occasionally build cottages, but they usually play no dominant rule, and that's how it should be in a mostly pseudo-medieval fantasy setting IMO.

What happend to Ahwaric anyway? I thought he is only on a business trip / vacation and will eventually return? Or is he MIA and you are now the maintainer of this project? I certainly wouldn't make such a drastic change to Orbis without contacting Ahwaric first..

Whatever, if you boost cottages I will undo this change in my personal version. IMO the real balance issues left are the civics. Maybe farms could be nerfed a little, I am not sure. But boosting cottages would lead to a situation that would feel very wrong to me.
 
NOOOOOOOO!!!!
:eek:

Ahwaric did an amazing job at improving the economic part of FfH, and except for the much improved tech tree, increasing the amount of food required to feed your citizens and nerfing cottages were the biggest improvements. It was way to easy to feed your citizens in FfH, leading to explosive growth and making farms mostly optional. In the technological era where FfH takes place ~90% of all people were farmers (in the real world) an "urbanized" fantasy world just feels wrong when you still have knights around. From an historic point of view urbanization and the decline of aristocracy / monarchs go hand in hand. If you really add +1 food and +1 hammer to cottages as you said in another post, cottages will again be the most build improvement - the "default improvement" - like in BtS. The fact that cottages are not self-sustaining (as far as food is concerned) is a real improvement. You should have to build farms to feed your urban population. Hell, we still need to do this in the 21st century, and on the technological level of the FfH world, a hell lot of farms are required to sustain a larger urban area.

Right now I find myself building almost all improvements, even stuff like Foresters and Yurts. I DO occasionally build cottages, but they usually play no dominant rule, and that's how it should be in a mostly pseudo-medieval fantasy setting IMO.
Wow, that's what I call a good argumentation ;)

This is the kind of thing I need because I don't have (yet) the grasp of balance Ahwaric has. But I've been told, and I experienced it myself, that farms are a bit too used, compared to other improvements like foresters or yurts. I think we should discuss improvements balance... but in the "Improvements Tweaks" thread, if you don't mind. I really want some feedback on this.

What happend to Ahwaric anyway? I thought he is only on a business trip / vacation and will eventually return? Or is he MIA and you are now the maintainer of this project? I certainly wouldn't make such a drastic change to Orbis without contacting Ahwaric first..
I didn't hear of him since the last time he posted here... Should be something like one week and a half he should have returned. He asked me to watch over Orbis during his absence, so I'm doing it. I shouldn't have said "most likely" as it would depend on the playtesting I asked in the "Improvements Tweaks" thread. Sorry for that. I'm really just trying to improve balance or fix bugs during Ahwaric absence. :blush:

Whatever, if you boost cottages I will undo this change in my personal version. IMO the real balance issues left are the civics. Maybe farms could be nerfed a little, I am not sure. But boosting cottages would lead to a situation that would feel very wrong to me.
Methinks civics need to be balanced too, you're right.
 
New update to the changelog:
Spoiler :
Patch G (unrealeased)
  1. Fixed a crash due to lair exploration;
  2. Fixed some missing TXT_KEYs resulting in NONE in the pedia;
  3. Fixed TXT_KEY_BUILDING_ELOHIM_TEMPLE so it's Oracle of Sirona and not Siriona;
  4. Fixed the resetting Cultural Values civicOption bug which I brought back;
I'll wait till Ahwaric let me upload it.
 
The same change happened in base FFH, so I would think it's intentional.

I believe Kael said somewhere that he would reduce it to 5 unhappiness in the next patch, though.
 
playing kuriotates on patch c (i think).
I build the blood of the phoenix ritual and nothing happened. none of my units got immortal promotions also it didn't show up in the city it was build in.
 
@MaJa: this bug is fixed with patch F :)

@Belizan: known bug but I'm not sure how to fix it :(

And yeah, the change to unhappiness is intended and will be reduced ;)
 
When an Elven unit with 1 MP gets a Travellers Cloak, it loses the double movement in forest on flatlands (but still has double movement in forest on hills).

Patch F.
 
Malakim are able to work a Desert Peak for 1 hammer and 1 coin, but not regular Peaks.
 
Yeah, it's because FlavourMod changes (that allows setting bonuses/maluses in yields for specific terrains/features) doesn't care whether or not the plot is impassable. I should add a check to see if the player has a peak yield bonus (like dwarves) and if not, makes it so it can't work peaks.

Thanks for that, Falc :)
 
New update to the changelog:
Spoiler :
Patch G (unrealeased)
  1. Fixed a crash due to lair exploration;
  2. Fixed some missing TXT_KEYs resulting in NONE in the pedia;
  3. Fixed TXT_KEY_BUILDING_ELOHIM_TEMPLE so it's Oracle of Sirona and not Siriona;
  4. Fixed the resetting Cultural Values civicOption bug which I brought back;
  5. Fixed the bug allowing some civilizations to work peak tiles because of specific terrain yield bonuses;
 
Is it normal that barbarians can spawn in visible tiles? As far as I know, they're only supposed to appear on tiles that aren't visible. It's just getting a bit much, having barbarians appear every 5 turns right next to my borders :-(
 
Yes, it's normal. I think this behavior has been changed in base FFH.

---

Bug report by me for once: do any of you remarked that Cult of the Dragon-founders tend not to adopt a religion? I mean, I saw the Mazatl found it and then found RoK and NOT adopt RoK. And I saw the Sheaim found it and found OO and NOT adopt OO.
 
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