Orbis Bug Thread (Old)

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Also, what you have written confirms my opinion - whenever I boost/nerf anything, someone says that the improvement that used to be uber now needs boosting ;)

But of course, longstanding tradition of the Civilization Fanatics as well as part of EULA when you register for the forum. :)

I'm glad to hear some of my suggestions made any sense. My own attempts at modding have proven that this game is hilariously easy to break beyond repair. I even managed to replicate Valkrionns "backwards charge of doom", where loosing attacker charges forward, then turns around in a wide semi-circle and runs of the edge of the screen, leaving the defender dumbstruck for about a 20 seconds.

By the way. What was that file you just posted? EDIT: Nevermind, didn't read the entire exchange between you and Ori.
 
I believe there's more than enough resources in Orbis already :) Adding more is unnecessary, though replacing some of 'old new' might be a way to go.
Mages and siege units should be fragile. You should be forced to protect them at all cost, because without them you won't be able to conquer cities. Magic, if changed at all, might be made more powerful, but it should be done with improved spells, not extra strenght for mages. Duskwood for ships sounds ok.
Corporations are already too powerful and should be considered as an candidate to nerf. Instead of nerfing (or in additon), they might be made more local - headquaters made weaker and corporate executives given to everyone who research appropriate tech, and no great person required to found corporation. It's just a raw idea, of course :)
I like trolls, despite having all kinds of trouble and bugs with them :) But rare, powerful trolls guarding valuable resources ? If it's possible, it'd be great ! Maybe even semi-rare event that spawns a troll on tile with resource, to get rid of sometimes problematic troll lairs but still let them spawn inside cultural bordes.
About yield changes - have to play some more to comment this.
 
The issue is that resources are very common. Maybe their appearance rates should be tweaked a bit. I also think that arealizing some of them might be a good idea to improve their trade value. I don't know how FlavourMod's normalization works but it may add bonuses where they shouldn't be; decreasing their trade value.

Ahwaric, if you don't mind, I'll take a look at those appearance rates and such and propose you some model; then we could discuss it? Or maybe just say 'no' and I won't do anything :p
 
It seems that Elohim warrior is missing his icon. It causes game to crash when I try to build one.

And btw, I noticed wonder named Frozen Flame. What is it ?
 
It seems that Elohim warrior is missing his icon. It causes game to crash when I try to build one.
The icon was changed in recent FfH patch (and I updated to that change). Update FfH and then reinstall Orbis - should be fine, you probably installed on g base.
And btw, I noticed wonder named Frozen Flame. What is it ?
It's a thing you get with an event :)
And you need to capture Gela (Hyborem's weapon) to get that event.
 
i think i have a clue to the CTD's

i just got one on my new game. so i started going into world bulider and elimnating civ cities to see if that would solve it. it dident. but then i accidentally elimnated the maer(sp?) civilzation by accident. and the CTD went away. ill post the save of before i elimanted the maer and after
 

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Thanks, will take a look into it. If I find a fix, I will post it as soon as possible.

For now, patch k is ready. It fixes several problems, so I hope playing will be more comfortable. Unfortunatelly, it breaks saves.

If you spot any bugs, please let me know and I will prepare yet another patch before moving to work on Orbis 0.30.
 
Why do you think so? The fix is in, just fixed a bit.
I had to change it a bit to include more possible cities for Hyborem to spawn and take.

EDIT: ok, now I see. Half of changelog is gone, will update it in a minute.
EDIT2: Done
 
Thanks :)
I was afraid for a bit!

Sounds like an easy patch to merge... And there's new citystyles, yay! :goodjob:

Hopefully, there won't be any jarring bugs and you will be able to work on 0.30 ;)
 
I just noticed that some code in Hyborem spawning is missing.

Patch has been fixed, so if you have already downloaded it, please do so again
 
I've installed the FFH J and Orbis patch J..but everytime I play with my friend through LAN, the game would go out of sync. I've try to restart couple times and it keep happening. Is it a concurrent problem? If so, what's the correct order to install the game?
 
To install: FFH patch J, then Orbis patch i, then Orbis patch k. (not sure if you need Orbis patch J for Orbis patch K)

Ahwaric: there's a bug; you didn't change the Visual Basic for Buildings>SpecialistCommerceChange, thus PALACE_SIDAR has no change for Merchant and Scientist.

Also, where are the fixes for turn 2?
 
I've installed the FFH J and Orbis patch J..but everytime I play with my friend through LAN, the game would go out of sync. I've try to restart couple times and it keep happening. Is it a concurrent problem? If so, what's the correct order to install the game?
When does OOS happen?
There are 3 identified causes: one of the mapscripts (not sure now, probably erebus), expanded mercenaries spell and ranged attack experience.
The solutions: use another mapscript, do not use expanded spell, disable renged experience in global defines.
Does it help? If not, you have to be much more specific.
To install: FFH patch J, then Orbis patch i, then Orbis patch k. (not sure if you need Orbis patch J for Orbis patch K)
Patch j is not required. Or even avaliable anymore.
Ahwaric: there's a bug; you didn't change the Visual Basic for Buildings>SpecialistCommerceChange, thus PALACE_SIDAR has no change for Merchant and Scientist.
Thanks, will fix that.
Also, where are the fixes for turn 2?
eventmanager.py, onbegingameturn
It is a really minor change, bPlayer define moved where it should be
 
The OOS could also be caused by one of the players playing scion, Don't know if that was fixed yet though, haven't tried them recently. (They go OOS whenever they settle)
 
When your side spawns a great person part of the UI goes blank, the unit control panel. But it resets at the start of the next turn so it's a minor issue (especially since you can easily see when a GP is about to spawn).

Still having this issue in the latest patch, I wouldn't exactly call it "minor" since you end up essentially wasting a turn each time you spawn a GP.



 
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