RifE 1.20 Bug Thread

Hello
I have downloaded the new version twice (3 hours each time) once from each source but I have not been able to open it
it nis the first time I have this kind of problem wit any of the ffh mods
my main installation is on C and I downloaded on D can it be the reason ?
thanks
 
Einion Logos seemed to have red bubble archers when I saw him.

Edit: A couple random Lanun workers were red bubbled too, not all of them though, to my teammate in MP they appeared normal when they did not with me. We are in sync as well.

Not sure what's going on here... Imported the new Elohim art from FF, so it should be working. I'll take a look at it.

There is a typo in the spring spell.

line 3734 is:
Code:
if pPlot.getFeatureType() == gc.getInfoForString('FEATURE_FLOOD_PLAINS'):

should be

Code:
if pPlot.getFeatureType() == gc.getInfoTypeForString('FEATURE_FLOOD_PLAINS'):

Woops, that's what I get for doing that by memory. :lol: Will be fixed.

The Shards from the gargoyles are not able to be picked up either.

Yes, the Shards and the Bow were all added equipment. I didn't realize I still needed a spell for them. :lol:

I've been getting lots of crashes too. Spreading Ordo was a problem. I WBed it into the city and the crash didn't happen, but two turns later it did again.

Also Ophelia (as the Scions) does not start with Korinna.

How exactly did you spread Ordo?

And Ophelia SHOULD start with Korrina.... But I goofed. :lol: The eventtrigger for it lists LEADER_OPHELIA rather than LEADER_OPHELIA2.
 
Me either have game crashes. It happens in random moments - when I try to start game generation, after first turn or later.
I can see some people have such problem, other not, so I suspected operation system is the cause. Unfortunetly nobody with such problem has info about OS in profile.
I have got Vista Home Premium 32 bit.
 
The Emperor's Cult (a trait) mouseover popup in the civilopedia is messed up.

Fixed this one... The txtkey for it was this:

Code:
[NEWLINE][SPACE][SPACE][ICON_BULLET]Religions are %d1%% %s2 likely to spread to your Cities passively

The %s2 is unnecessary, as it doesn't show a second value. Dropping fixed the text. ;)
 
Me either have game crashes. It happens in random moments - when I try to start game generation, after first turn or later.
I can see some people have such problem, other not, so I suspected operation system is the cause. Unfortunetly nobody with such problem has info about OS in profile.
I have got Vista Home Premium 32 bit.

same here. I've tried perfectworld, erebus continent, fractal, and big and small. Big and small is the only one that didn't ctd.

EDIT: turned off xfire and my antivirus, and I'm crashing less often.

EDIT2: turned on xp compatibility and no more crashes. (I have vista 64 bit)
 
I haven't been able to play a full game yet, but I wanted to share a few minor bugs from civilopedia browsing and a test game.
1 - Wolf packs have a chance to create werewolves from combat, not wolves.
2 - Griffon Flights don't seem like an improvement over Griffons, and are in many ways a downgrade.
3 - Wyrms, which I assume are supposed to be for deserts, are not blocked from Ice terrain.
4 - There are several units (Bannor fort commander and the Mechanos Mobile Fort are what I've found so far) that have a command range but cannot learn any command promotions, rendering their command range useless.
5 - The new civilopedia design, while in many ways awesome, leaves out an area in the civilization section for "Other Features".

And one balance suggestion - The new Jotnar mechanics with a 3-tile range and 3 food per population point encourages hyper-development of the entire area, which seems very un-giant. I would suggest instead leaving the population requirement the same but reducing their food yields, that way you encourage only working the really good tiles.

EDIT: Whoops, my mistake - Bannor Fort Commanders don't have command range
 
I haven't been able to play a full game yet, but I wanted to share a few minor bugs from civilopedia browsing and a test game.
1 - Wolf packs have a chance to create werewolves from combat, not wolves.
2 - Griffon Flights don't seem like an improvement over Griffons, and are in many ways a downgrade.
3 - Wyrms, which I assume are supposed to be for deserts, are not blocked from Ice terrain.
4 - There are several units (Bannor fort commander and the Mechanos Mobile Fort are what I've found so far) that have a command range but cannot learn any command promotions, rendering their command range useless.
5 - The new civilopedia design, while in many ways awesome, leaves out an area in the civilization section for "Other Features".

And one balance suggestion - The new Jotnar mechanics with a 3-tile range and 3 food per population point encourages hyper-development of the entire area, which seems very un-giant. I would suggest instead leaving the population requirement the same but reducing their food yields, that way you encourage only working the really good tiles.

  1. Not a bug. ;)
  2. Griffon Flights can gain strength if you merge other Griffons into them... Pack mechanic. That said, the promotions that Griffons gained should be applied to them.
  3. Wyrms are representing various mythical/fantasy animals here. Sandworms, Mongolian Death Worms, etc. Cannot enter Grass, Tundra, or Plains, but can spawn in Marsh, Snow, Desert. If we had more art, I'd differentiate it some... Since we don't, the unit is pulling triple duty. :lol:
  4. Can't remember my reasoning for the Bannor Fort Commander... The Mobile Fort is intended. It can work as a land transport for up to 4 units... Can also command up to 4 units as a result. The command limit is there to help the AI, as it doesn't understand land transports. Should also get it some xp.
  5. Well, you get this when you mouse over their flag in the side bar. It would be rather challenging to get it in the pedia screen, mostly because some civs get nothing while others have a long list. Best way to do it, would be to write it in their Strategy section I think.
As for the Jotnar suggestion... I could see that. I'll leave it up to Vermicious here, but it's a good idea. ;)
 
Me either have game crashes. It happens in random moments - when I try to start game generation, after first turn or later.
I can see some people have such problem, other not, so I suspected operation system is the cause. Unfortunetly nobody with such problem has info about OS in profile.
I have got Vista Home Premium 32 bit.

I've had a similar problem. There was an unexplained CTD almost every single time I started a game, regardless of map type/game options, and I also run Vista Home Premium 32 bit.

What worked for me was running FF+ in Windows XP compatibility mode. Haven't had a crash since.
 
Occasional CtDs aside, I recently achieved a total system crash [sic, likely not a total failure of the systems, just enough of one that needed a hard restart to break the freeze] not long ago while playing FFP, and that was really the only mildly intensive program going.

Hope a source can be absolved soon.
 
Alright, here's what in the works so far for patch A.

The leaders Mihuatl and Cuai-Ixi aren't available to any civilizations, as far as I can tell.

The Emperor's Cult (a trait) mouseover popup in the civilopedia is messed up.

Both fixed.

couldnt get that bow of the long-sighted

Fixed, as well as the Shards.

Tya Kiri doesn't give Apprentices Channeling II.

Also, while Tower Mages get the Unready promotion, they don't seem to go barbarian.

Apprentices gain Unready as intended, Tower Mages are blocked.

There is a typo in the spring spell.

line 3734 is:
Code:
if pPlot.getFeatureType() == gc.getInfoForString('FEATURE_FLOOD_PLAINS'):

should be

Code:
if pPlot.getFeatureType() == gc.getInfoTypeForString('FEATURE_FLOOD_PLAINS'):

Fixed.

Also Ophelia (as the Scions) does not start with Korinna.

Fixed.

Can Ophelia create the Risen Emperor, instead?

Also, forgot to mention this: Both new Scion leaders (Ophelia2 and Xivan) have Korinna as a hero, not the Emperor.
 
The attached save gives me a repeatable crash when I hit end turn (Just as I was about to build my first ranger and start getting a bit of my own back at the wilderness, too :( )
Just default option on an ErebusContinent script (Flavour Start) plus no tech brokering.

Red blobs all over Elohim of course.
 

Attachments

And one balance suggestion - The new Jotnar mechanics with a 3-tile range and 3 food per population point encourages hyper-development of the entire area, which seems very un-giant. I would suggest instead leaving the population requirement the same but reducing their food yields, that way you encourage only working the really good tiles.


The ancient Norse (which the FF+ Jotnar are loosely based on) actually did sorta hyper-develop the little arable land they had available. If you keep in mind that we have a society of huge Viking-ish overlords lording over a massive throng of goblin thralls it makes a little more sense...each worked tile probably represents a Jotnar landholder and his immediate family, his huscarls and their immediate families, and umpteen goblins doing most of the work (and serving as snacks). I don't see them as terribly urban-inclined...the population of the city is likely very spread out.


Of course, all of this would make more sense if I got off my lazy ass and updated the civpedia. :blush:
 
In my current game as Hafgan the Purger - an Aggressive/Barbarian Minor Leader - ol' Hafgan somehow managed to become a Major Leader without ever gaining a trait. The "Minor/Major/Emergent" listing for Hafgan in the Leaderboard transitioned from Minor to Major at some point, though I never noticed when; I'm going to assume it happened when I founded Octopus Overlords.

There was no event informing me that Hafgan gained a trait, and he is listed as simply Aggressive/Barbarian everywhere I can think to look. So, either I am looking in the wrong place to find out Hafgan's traits (flag in the top-left of the screen) or else it's a major bug


The attached save game is from about ~50 turns after I founded OO.
 

Attachments

I've had a similar problem. There was an unexplained CTD almost every single time I started a game, regardless of map type/game options, and I also run Vista Home Premium 32 bit.

What worked for me was running FF+ in Windows XP compatibility mode. Haven't had a crash since.

This has fixed my startup crashes, nice pickup.

Although I'm still getting the unavoidable midgame crash I posted a couple of posts back :)


edit
It hasn't *entirely* fixed my startup crashes! Even with compatibility mode on, I tried starting another game and ran into the same troubles.

Must be some weird bloody memory issue... anyway. I worked around it *again* by starting in Fall Further, quitting, and starting in FFP.
 
The ancient Norse (which the FF+ Jotnar are loosely based on) actually did sorta hyper-develop the little arable land they had available. If you keep in mind that we have a society of huge Viking-ish overlords lording over a massive throng of goblin thralls it makes a little more sense...each worked tile probably represents a Jotnar landholder and his immediate family, his huscarls and their immediate families, and umpteen goblins doing most of the work (and serving as snacks). I don't see them as terribly urban-inclined...the population of the city is likely very spread out.


Of course, all of this would make more sense if I got off my lazy ass and updated the civpedia. :blush:
That would explain it. I didn't realize you were going for such a complete and total lore reversal on the Jotnar. Given changes of that magnitude, would it be worth it to consider a split into two civilizations?
One of the things I really liked about the Jotnar was that "dying race" quality, where each unit was clearly just a single person, and each population point probably only represented a single family. New things like the overabundance of thralls, the multi-unit graphics, and the new city mechanics don't really fit with that.
You could do one civ that has the new Viking-Empire theme with crazily huge amounts of thralls, and a second that keeps the old mechanics and represents the giant purists. Mother Enningas in particular really doesn't fit with the new theme, so she'd be a good choice for the purists. Father Kasghenal likewise fits really well with the thrall-heavy design, and Uxol and Hephaestus could go for either/both.
 
That would explain it. I didn't realize you were going for such a complete and total lore reversal on the Jotnar. Given changes of that magnitude, would it be worth it to consider a split into two civilizations?
One of the things I really liked about the Jotnar was that "dying race" quality, where each unit was clearly just a single person, and each population point probably only represented a single family. New things like the overabundance of thralls, the multi-unit graphics, and the new city mechanics don't really fit with that.
You could do one civ that has the new Viking-Empire theme with crazily huge amounts of thralls, and a second that keeps the old mechanics and represents the giant purists. Mother Enningas in particular really doesn't fit with the new theme, so she'd be a good choice for the purists. Father Kasghenal likewise fits really well with the thrall-heavy design, and Uxol and Hephaestus could go for either/both.

I prefer to think of it as emphasizing different parts of what was already there. ;) You already had the norse names. the thralls (a norse term for slave), etc... I just trimmed off the random Greek bits and pushed it farther along the Norse axis.

Dying race...I'm lukewarm on, as a matter of personal taste. It is a trope that I find a touch worn. Doomed race I can groove on, and it fits the Norse theme. Representing that doom is tricky...perhaps a unique event or three? I might tie my secret project into the doom of the Jotnar somehow. ;)

I by no means wish to discourage a different take on Giants though. Plenty of room for modding. A race based on the Olympians/Titans might be fun, for example... We even have some trimmed art that I'm not/soon won't be using (Cyklop, Titan).
 
And Ophelia SHOULD start with Korrina.... But I goofed. The eventtrigger for it lists LEADER_OPHELIA rather than LEADER_OPHELIA2.
Which file is it in? I want to fix it quickly.

P.S. Oh, it's in XML? I thought the check was in .py files :D.

P.P.S. Am I missing something? Why is there OPHELIA and OPHELIA2? Isn't it too confusing, why not to rename the tag?

Not sure what's going on here... Imported the new Elohim art from FF, so it should be working. I'll take a look at it.
When you include a new art in XML, don't forget to include a unit in FPK as well :D.
P.S. And don't forget to include Elohim scouts, adepts, hunters, longbowmen, mages, horsemen, horse archers, chariots, champions and axemen along with the archers. You basically forgot to include any new elohim art at all.
 
Back
Top Bottom