Orbis Bug Thread (Old)

Status
Not open for further replies.
A small bug, but hopefully one that'll be easy to fix:

My friend who likes the lizards tried an advance start with the new P patch to see if he could upgrade to Mquitzli. He could upgrade level 6 Priests of Agruonn to Mquitzli (as advertised in the 'pedia) but not level 6 assassins (which, according to the 'pedia, should be possible). He *is* able to upgrade assassins to Shadow Priests of Agruonn *after* he upgrades a priest to Mquitzli, though.
 
Thanks for the saves guys, I will check them out! :)

True. I have played & finished most scenarios under Orbis, but with all the changes to the mod, it is possible that new bugs appear. But in general, I really try to make scenarios compatibile.
Took a lot of time, but I think it is worth it.

It is definitely worth it :) In my opinion scenarios are big and interesting part of the FFH experience, thank you for your efforts in making them Orbis compatible!
 
Played as Korinna. I could not find a 'Scions in Orbis' kind of manual, so the following may be rubbish.

I can not build Reborn even though I have built the pre-requisite building in several cities. Nor do I get them after I raze or capture a city. The only way I get them is via conversion of a defeated enemy unit.

Also, the council-member (available at Tracking) needed to trigger the world spell has never been in the city build lists.

Another thing, since health has no meaning anymore for the Scions, what is the point of the Necropolis building? Also, you might want to block availability of all health-only buildings.

Despite the above, I like the current Scions. They are not so all-powerful like they used to be.
 
rust looks like it's being resisted 100% of the time (?), i've yet to have it effect a target in my current game.

when i upgraded horsemen to horsearchers, the icons became catapults, though the unit art is still correct.

not a bug, but shadow-walk (shadow II) strikes me as being a much more devastating spell than summon mistform (shadow III). in my current game (sheiam, emperor) i've been cruising towards a domination victory thanks to one early shadow II mobius witch that allowed me to completely ignore siege:
with shadow-walk alone, my entire stack and all my summoned beings ignore city defenses and defensive strikes completely, where as if i had built siege units, i would need to wait a few turns to bombard and then still would have had to contend with defensive strikes.
 
I also had this issue. Save included, but it's just a new game with elves to get free xp :) Other civ's workers also can get this promo.
here you go, kythera is outside the city of slane, and eligible for the promotion.
Tried both saves, no alchemy for me. Maybe that is an issue caused by old art files somewhere? Is that just the icon or description too?
Splintered Courts scenario started with Orbis 0.24P. Save crashes on load.
Same here. I can't find what is wrong.
My friend who likes the lizards tried an advance start with the new P patch to see if he could upgrade to Mquitzli. He could upgrade level 6 Priests of Agruonn to Mquitzli (as advertised in the 'pedia) but not level 6 assassins (which, according to the 'pedia, should be possible). He *is* able to upgrade assassins to Shadow Priests of Agruonn *after* he upgrades a priest to Mquitzli, though.
I will add Mquiztli to the list of assassin upgrades. In the meantime, it is easy to fix on your own or I can post a fixed file.
Played as Korinna. I could not find a 'Scions in Orbis' kind of manual, so the following may be rubbish.
I should probably add descriptions of the new civs. But there is so much work with other things...
I can not build Reborn even though I have built the pre-requisite building in several cities. Nor do I get them after I raze or capture a city. The only way I get them is via conversion of a defeated enemy unit.
They build fine for me in cities with cathedrals of rebirth provided I have religious law
You need to run glory to get them from razing cities.
Also, the council-member (available at Tracking) needed to trigger the world spell has never been in the city build lists.
He should auto-spawn when you rersearch tracking. Didi you use advanced start (there is a problem with it I will fix in the next version)
Another thing, since health has no meaning anymore for the Scions, what is the point of the Necropolis building? Also, you might want to block availability of all health-only buildings.
Too much unhealth dioves you unhealth discontent.
Necropolis removes it, plus gives you production for every health resource you own.
Despite the above, I like the current Scions. They are not so all-powerful like they used to be.
:) Thanks. Still, I will try to improve them in 0.30 and maybe make a bit easier to play (a lot of stuff is hidden in python or too complicated).
rust looks like it's being resisted 100% of the time (?), i've yet to have it effect a target in my current game.
Did the units have metal weapons? Anyway, I will take a look.
when i upgraded horsemen to horsearchers, the icons became catapults, though the unit art is still correct.
Which civ? I guess there was a problem with unique art.

Thanks for the feedback on shadowwalk, will have to balance it.
 
Tried both saves, no alchemy for me. Maybe that is an issue caused by old art files somewhere? Is that just the icon or description too?

Both icon and description, it unlocks Alchemist II also. In XML it is spy-only and workers doesn't have other spy promos available. This is really weird ;) Luckily, it's not very important :)
EDIT: Horse Archers also can become proficient in alchemy ;)

And three more things - I got python error when my unit died in lair ("never returns..."), but unit disappeared correctly and everything worked as it should. With CoE promo (Recketeering) it's possible to spend more gold than you have, if you use it while having multiple units selected. I got -140 gold, but game didn't crash. Also, I can build more than 3 Priests of Winter (have 3 from ritual and can build more). I'm not sure if those are bugs in fact :)
 
I have never had a Rust spell or Charm person spell ever work...ever.

Just tried it, Rust works fine for me. It's not the most reliable spell in game, but it sometimes works. Didn't tried with charm.

Also, I can't cast fireball (tried with Amurite Wizard and Clan mage). It doesn't show it's description (just 'cast fireball'). Any way to fix it on my own ? :)
EDIT: I didn't expect this. Fireball works,but different then it used to. It's something like maelstorm now ?
When trying to duplicate fireball bug, I got python error when pressing shift. In all other cases, I could press shift without any problems. Save and screenshot included, just in case.
 

Attachments

  • Civ4ScreenShot0013.JPG
    Civ4ScreenShot0013.JPG
    157.3 KB · Views: 107
  • fireball.CivBeyondSwordSave
    fireball.CivBeyondSwordSave
    30.9 KB · Views: 58
I can not build Reborn even though I have built the pre-requisite building in several cities.
Thanks for clearing up my issues. Only this one remains unsolved, but I'll get back to you if it happens again in my next Scion game.

One tweakling you might want to consider is the autonomous spread of haunted lands within Scion borders. It took about 150-200 turns before it started to spread beyond the 1st city ring. I remember the spreading was (too) fast in some previous versions.. Currently, it seems the haunted lands spread faster in the wilderness than within Scion borders.

EDIT: I finally learned how to spread hl with the ranger unit. Sort of nice.. but if you want to streamline the Scions, I'd remove the creeper-related stuff completely (they have never been of any use to me, although I've tried!). Either increase the hl spread within Scion territory a bit, or give a hl-creating spell to the ranget unit (or a Scion specific lvl2 Nature/Death/Earth spell). Or, would it be too complicated to do the hl spread like the Illians handle ice?

Oh, and if possible, disabling Awakened/Reborn city-founding ability in no-settlers games would be nice. I can resist the temptation, but the AI is not so disciplined..
 
I have never had a Rust spell or Charm person spell ever work...ever.

I think relative unit strenghts affect these type of spells. Probably positively modified up by casters promotions. An adept fails fairly often against Beastmasters, but practically never against Axemen or Archers.

Try an Amurite Battlemage vs Adept to see the difference.

My opinion is that Rust is too good for an Adept spell. Even with the negative relations hit towards Good leaders. On the other hand, I like how it often lets me avoid the hassle of Catapults (and Sorcery tech). Is Rust one of those spells the AI can not cast (like Tsunami)?

Would it be easy to set up a trigger to modify Good alignment to Neutral/Evil if a Good leader casts a spell of Entropy/Death/Shadow/Chaos sphere? Or is there something like that already, other than dismissal from the Overcouncil?
 
When the Mazatl leader Kolsehvahn demanded copper from me(Verochio), the threat looked something like this(or exactly like this);

AI_DIPLO_DEMAND_TRIBUTE_POWER_EQUAL_LEADER_HI ANTHROGH
 
Have an odd little glitch. In my territory I have a square I can't enter. At first I thought it was the Ring of Carcer and maybe the graphic for it was missing, but later I found the Ring on a one tile island about 20 tiles away. I went into the worldbuilder to see what I could do and tried to erase the hex. So I did but the hex is still listed as needing the 15th level to get into.

I must say after not being able to play Orbis for awhile, the changes (especially to the Scions) are really nice. However, as a Scion and Mechanos player, I still wish they would have access to some sort of "Cult of Personality" use for Great Prophets. (This of course, for the Scions, would only apply to playing the Risen Emperor)

I know many folks asked this a few months ago, but any chance of some update naval graphics? I know baring Oriental ships (which is a whole different thread!) there isn't a lot out there for different ship graphics, but it does get a bit tiring seeing the same old Trireme for everyone.
 
Odd question, not sure if it's a glitch. I thought I'd try playing the no settler option and have run up against an issue. Now playing as Scions I have a tremendous advantage since I can still build cities, but I'm almost to turn 300 and no Barbarian city has formed! Kind of hard for the AI players to get more cities if they can't take them from the barbarians. Now due to a weak CPU, I'm playing on Tiny (I also like playing on smaller maps since it makes the game go faster due to less distance) so I'm thinking perhaps there isn't enough 'room' for the barbs to grow, but there are still plenty of open area as well as many islands larger than 4 tiles they could grow on.

Do barb cities not get created with the no settler flag?

Also, not sure if a glitch or just not proper documentation, but the WIld Haven civlopedia entry seems to imply you can build it once you get tracking but I couldn't build it till I got animal mastery (which makes more sense). (sigh) I need to get off my behind and back into writing civlopedia entries!
 
So I only just now discovered the squire/knight thing enabled by the Knightly Order national wonder, after over 200 hours of this mod.

Anyway, there's no knight for Scions lead by the Risen Emporer, perhaps add them to the grigori/mechanos Champion? Or change the Death Knight requirements to Ashen Veil OR The Gift. Also it strikes me that there would be no knight for the Illian either.
 
Odd question, not sure if it's a glitch. I thought I'd try playing the no settler option and have run up against an issue. Now playing as Scions I have a tremendous advantage since I can still build cities, but I'm almost to turn 300 and no Barbarian city has formed! Kind of hard for the AI players to get more cities if they can't take them from the barbarians. Now due to a weak CPU, I'm playing on Tiny...

Also, not sure if a glitch or just not proper documentation, but the WIld Haven civlopedia entry seems to imply you can build it once you get tracking but I couldn't build it till I got animal mastery...

Firstly, I believe there has to be a certain number of cities in the whole map before barb cities are allowed to be settled. The way around this with No Settlers is to give everyone those initial points which can be used to form cities and whatnot. With 1000 points I and most AI civs start with 3 cities each.

I play Scions on a Tiny map too, and barb cities start to pop up quite soon from the (advanced) start. Someties though, the AI Hunters etc are so effective that they snip them in the bud (size 1). But with higher difficulty settings, the wilderness is a considerable threat to the AI units and they may not able to explore succesfully. So barb cities get formed and prosper, even villages can be seen unexplored after 200 turns..

One thing on No Settlers and Scions. You can't build Reborn..

The Wild Haven, as I have understood it, is allowed once you have settled a captured animal in that particular city. For Scions, it does not give out those free totems :sad: (or are they given only at Animal Mastery or later..?)
 
@ arkham4269: Try the "BarbWorld" setting, this will usually produce enough barb cities, at least on small maps.
 
@ arkham4269: Try the "BarbWorld" setting, this will usually produce enough barb cities, at least on small maps.

Well I'm doing that now since I updated FfH and then had to reload Orbis and all my saved games had to be deleted since they caused crashes.

So far I can't tell if new cities are forming from Barbs or just the 'initial' ones.

One odd thing I noticed though was I decided to play on a standard map and the Kuriotates and Calabim capitals were about 4 tiles apart?!?!?!? I really wish there was an option to force player locations to be more spread out from each other.
 
Have a weird glitch. Halfway through the game the fireballs went all screwy. Most of the time I can't cast one. (For example a mage in a city with no enemies in range)

When I do have a mage in rage of an enemy, I cast the fireball and it doesn't appear and allow me to move it, it just blows up the nearest unit.

The only thing I can see that has changed is I (playing as Scions) took over a Luirchirp city. Maybe the fireball mechanic of the golems is causing a glitch?
 
Status
Not open for further replies.
Back
Top Bottom