Orbis Bug Thread (Old)

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*I was unable to build Wild Haven with my great general
*While playing the lizardmen, when I captured a human slave, it gained the lizardmen promotion
*Sheut stones are randomly appearing on some units, is it a bug or due to an event?
*Guardian of Nature happy bonus does not apply to Deep Jungle (at least it says it doesn't, haven't actually tested that one yet)

*Is sacrificing population for production really meants to be 10 hammers per population, seems quite small, 20 hammers with slavery civic doesn't really help much.
 
Interesting, I think you might be on to something here. In my latest game got a crash them went to world builder and deleted Mechanos - solved the problem.[...]Seriously, good luck, I'd love to see this CTD stuff dealt with (even if it means disabling the Mechanos for the time being), there's nothing worse then getting deeply committed to a game only to have it become unplayable due to crashes.
A good save. I tried to play a bit with it, but so far no solution.
A couple observations though.
First, I do not think it is caused by Mechanos all the time. I think it is the same crash that I think is related to unit strength (different attack/defense strengths or special damage types/affinities). Of course I am not sure here.
Also, the bug is related to AI (mostly), and is very capricious. Depending of random seed it occures or not. Some of the saves I recently tried fixed themselves by just saving mid-turn on my machine. After reloading it proceeded fine. Moshi, yours is one of those so if you want I can post my save here. I did not change anything, it just got fixed somehow.
Also, the crash is related to small mechanos city near bannor and your border. Or rather units in it. I suspect the archer.
*I was unable to build Wild Haven with my great general
War academies are forbidden to be build in cities where one already is (does not apply to military academy that comes with eductaion). Also, wild haven requires at least one animal cage building in a city - otherwise there is no promotion to apply...
*While playing the lizardmen, when I captured a human slave, it gained the lizardmen promotion
Yeah, I think it is a known FfH bug. Will try to think of solution of some kind .
*Sheut stones are randomly appearing on some units, is it a bug or due to an event?
I am not sure how should it work. But it is a promotion that will affect some units if you have sheut stone resource.
*Guardian of Nature happy bonus does not apply to Deep Jungle (at least it says it doesn't, haven't actually tested that one yet)
Fixed in patch M.
*Is sacrificing population for production really meants to be 10 hammers per population, seems quite small, 20 hammers with slavery civic doesn't really help much.
Hmm. I checked and hurry provides 30 hammers per point of population. At least in the xml. Slavery just allows population hurry, does not modify the production.

Some good news by the way.
Patch M is ready and you can download it here.
Fixes some bugs, hopefully does not break anything and is better balanced.
Oh, and it does not break saves. :) Delayed Korrina immortality fix to keep it that way.

I hope this is the last 0.24 patch and the next version will be 0.30. But we will see...
 
I am not sure how should it work. But it is a promotion that will affect some units if you have sheut stone resource.

It seems it doesn't work this way right now (or at least it didn't two patches ago). I had some workers with sheut stone promotion as Elohim. I'm pretty sure I didn't have sheut stone resource as I was playtesting my map and I didn't place one near Elohim lands. According to civilopedia, those are enabled by Necromancy and I didn't research it.


Some good news by the way.
Patch M is ready and you can download it here.
Fixes some bugs, hopefully does not break anything and is better balanced.
Oh, and it does not break saves. :) Delayed Korrina immortality fix to keep it that way.

Nice work :) Are you sure about Scions getting 2 population in every city ? Spamming cities is already good stategy for them, and it makes it a lot better. I love their new worldspell :) Much, much better then previous one :)
 
It seems it doesn't work this way right now (or at least it didn't two patches ago). I had some workers with sheut stone promotion as Elohim. I'm pretty sure I didn't have sheut stone resource as I was playtesting my map and I didn't place one near Elohim lands. According to civilopedia, those are enabled by Necromancy and I didn't research it.

My current game also has a couple units who have "magically" gotten the sheut stone promotion.

More critical though, I just updated to M, and now, while my existing save games load, they CTD at the beginning of the next turn.
 
i also had my existing games crash at the start of the next turn :(

and i did get a free sheut stone promotion as well!
 
i started another game and it also reached a point where it crashes at the end of the turn. i guess that whatever it is that's causing the crash was already in my original save when i upgraded from 'l' to 'm', and when i started a new game it was fine until this same thing has been built again. i've attached both saves if it's any help :)
 

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It seems it doesn't work this way right now (or at least it didn't two patches ago).
Found it!
When I compressed unitinfos, unfortunatelly -1 minlevel that was supposed to block this and some other promotions to be avaliable at levelup no longer worked. Or at least not correctly. I think I have fixed it. Plus made some other changes to this promotion.
So, sheut stone promotion will require sheut stone resource and necromancy tech. Once both are gained all units with combat type save from ships and spies will automatically and for free get the promotion. But it will be lost if the resource is lost.
I hope you like it. Currently I do not think there is a standard way to get it (that applies to FfH as well), not even via event.
Nice work :) Are you sure about Scions getting 2 population in every city ? Spamming cities is already good stategy for them, and it makes it a lot better. I love their new worldspell :) Much, much better then previous one :)
I am not - the change is mostly for performance/OOS trobleshoting. But I figured that it is not a big deal - standard civs can easily get city to size 2, Scions need awakened.
City spam is good for most civs, and only a bit worse for khazad. Scions benefit even more from conquest.
I may be wrong though.
More critical though, I just updated to M, and now, while my existing save games load, they CTD at the beginning of the next turn.
i also had my existing games crash at the start of the next turn :(
i started another game and it also reached a point where it crashes at the end of the turn. i guess that whatever it is that's causing the crash was already in my original save when i upgraded from 'l' to 'm', and when i started a new game it was fine until this same thing has been built again. i've attached both saves if it's any help :)
Did anyone managed to continue game using new patch? It seemed fine, but I did not test it that much - just a turn or two.
CladInShadows, your second save did not crash for me when I have checked. But it can be caused by what I said on crashing saves above.
upgraded from previous patch, fatal CTD.
Had some CTD with patch K but none of them were fatal.
Was that a new game, started with m?
I do not think any of the things I have added in M should cause crashes. On the contrary, it contains just fixes from unoffical patch so should be more stable.
But what do I know... :(
Fixed, thanks and sorry :blush:

By the way people, how common are the crashes? Just wanted to know, there is not much more I can do with my knowledge. I suspect it is something carried over from FfH, but couldn't identify the exact cause nor fix it...
But trust me, I think of solving it. And if I could, even by removing/rewriting a civ or two (including my belowed mechanos ;) ), I would.

I will release patch n later today. It will break saves (to include Korrina's fix I need a new promotion and that breaks saves). But I will update patch m to contain the rest of the fixes (sheut stone and python error). Both will be avaliable for download.
If anyone needs patch k for some reason, just say so and I will upload it too.
 
Hello good people,

I have downloaded your auspicious modmod but when i try to install it i get the error message say that it can’t find the source file mod/fall for heaven 2.

Am i loading the mod in the wrong place? Any help much appreciated.
 
Found it!
So, sheut stone promotion will require sheut stone resource and necromancy tech. Once both are gained all units with combat type save from ships and spies will automatically and for free get the promotion. But it will be lost if the resource is lost.
I hope you like it. Currently I do not think there is a standard way to get it (that applies to FfH as well), not even via event.

Nice :)

I am not - the change is mostly for performance/OOS trobleshoting. But I figured that it is not a big deal - standard civs can easily get city to size 2, Scions need awakened.
City spam is good for most civs, and only a bit worse for khazad. Scions benefit even more from conquest.
I may be wrong though.

City spam is better for Scions than for normal civs - or at least, they are better at city spaming in early game as they get their 'settlers' for free, while buiding military units. Scions cities won't grow on their own and in early game you want all your Awakend founding new cities, so if they start at size 2, they essentialy gain yields of second tile for free. If starting at size 1, they wouldn't be able to work this tile until much later in game, if ever, as it's almost always to found a new city then add population to existing one. They are acually a builder civ, not a warmongering one.

Did anyone managed to continue game using new patch? It seemed fine, but I did not test it that much - just a turn or two.

Played 20-30 turns in hotseat game, and it works :) Game was updated in early-mid game (Amurites just got KotE, elves found FoL)

By the way people, how common are the crashes? Just wanted to know, there is not much more I can do with my knowledge. I suspect it is something carried over from FfH, but couldn't identify the exact cause nor fix it...
But trust me, I think of solving it. And if I could, even by removing/rewriting a civ or two (including my belowed mechanos ;) ), I would.

Getting a lot of MAF crashes while playing hotseat game, but it's our fault as we're cheating by reloading ;) After playing 10+ turns on huge map, every reload causes a crash. But it's not connected to Orbis itself, AFAIK.
 
@Anvil
Do you have FfH 0.41j installed?
As of now, Orbis requires FfH installed in BtS mod directory. That will change with 0.30.

City spam is better for Scions than for normal civs - or at least, they are better at city spaming in early game as they get their 'settlers' for free,
Ok. I just thought that it is not such a big deal, especially as infernals start with size 3 cities. But that is much later in game.
Will try to find some other way to increase population only in the capital. Or just drop the whole idea...
Do you think scions need it?
Played 20-30 turns in hotseat game, and it works :) Game was updated in early-mid game (Amurites just got KotE, elves found FoL)
Getting a lot of MAF crashes while playing hotseat game, but it's our fault as we're cheating by reloading ;)
Thanks for the info. I feel a bit better now.
 
Ok. I just thought that it is not such a big deal, especially as infernals start with size 3 cities. But that is much later in game.
Will try to find some other way to increase population only in the capital. Or just drop the whole idea...
Do you think scions need it?

haunted lands - let it unlock much later - now HL is unbelievable defense. Also undead, especially those headless shouldn't be influenced by ANY "moral boosting" spells.
 
Ok. I just thought that it is not such a big deal, especially as infernals start with size 3 cities. But that is much later in game.
Will try to find some other way to increase population only in the capital. Or just drop the whole idea...
Do you think scions need it?

I believe Scions start with population 2 to give them better very early game. As getting more settlers is luck-based (with no way to increase your odd so early in game) they might have to wait for next settler/population point for more then 20 turns. It's like starting in hills with no food resources ;) If you're going to adopt spawning system from RifE Grigori and they'd be guaranteed to get Awakened in first 10-15 turns, I guess they don't need extra population point. But it needs some playtesting :)
And btw, they used to start with two Awakened IIRC, but it was obviously wrong ;)
 
@Ahwaric

I have installed .41d into the btw mod file. However When i try to load patch j it says it cant find version .41 and it defualts to

mods/

?
 
I believe courage is appearing magically also, at least it has appeared on some of my units without having any idea how it got there (Don't even have knowledge of the ether yet)
 
I believe Scions start with population 2 to give them better very early game.
Ok, I have changed that to just first city getting extra population point.
I have installed .41d into the btw mod file. However When i try to load patch j it says it cant find version .41 and it defualts to mods/
Something is wrong with your registry regarding FfH install. But you can always manually install everything. Just install FfH, then unpack FfH patch anywhere. Now overwrite FfH files with contents of patch folder.
Now install Orbis. If it can't find FfH directory, make a copy of the one you have just added and overwrite the FfH contents with Orbis files. Same applies to the patch. Now rename the folder to orbis and you should be able to start and play. Hope that helps.
I believe courage is appearing magically also, at least it has appeared on some of my units without having any idea how it got there (Don't even have knowledge of the ether yet)
Yeah, I expected that there is more than just sheut stone broken. Fixed in patch N.
Which can be downloaded here BTW
If by any reson (i.e. continuing saved games, as patch N breaks them) you want to use patch m, you can get it here.
 
Adventurer spawning changed to RifE method - thanks Valkrionn!!! :)
Some minor adjustments to awakened spawning

Glad to see that... Did you change the formula, or just use what I had? Interested to see what you changed, if anything. ;)

Also, what does the second item include?
 
Brill i get what you mean, it just needed to be installed the old fashioned way. thanks a lot look forward to playing :)
 
Glad to see that... Did you change the formula, or just use what I had? Interested to see what you changed, if anything. ;)
Also, what does the second item include?
I have copied the entire formula, did not change any values.
Will check how taht works before adjusting values. Good for balancing it in both Orbis and RifE. :)
Only modifications I did are :
civic boosting adventurer spawning - there is no apprentieceship in Orbis, so I have changed it to city states. Fits quite well IMO.
due to the lack of museums in Orbis (but that may change soon), museum mod is replaced by temple mod It counts number of Dagda's memorials, Grigori unique pagan temples.
 
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