Rise from Erebus 1.30 Bug Thread

Traceback (most recent call last):
File "CvEventInterface", line 30, in onEvent
File "CvCustomEventManager", line 136, in handleEvent
File "CvCustomEventManager", line 147, in _handleDefaultEvent
File "CvEventManager", line 1094, in onGameStart
KeyError: 'Forest Creeper'

Got this one when generating the map after checking the 'Dark Forests' option. Only got it once.
 
I downloaded the 1.30 and the main menu screen isn't working. I just get some wierd blocks. :confused:
I hope that's not how it's supposed to work :lol:
 

Attachments

  • Civ4ScreenShot0087.JPG
    Civ4ScreenShot0087.JPG
    179 KB · Views: 173
  • Civ4ScreenShot0088.JPG
    Civ4ScreenShot0088.JPG
    163.8 KB · Views: 144
  • Civ4ScreenShot0089.JPG
    Civ4ScreenShot0089.JPG
    81.9 KB · Views: 131
Playing as Mekara, casting "Settle Slave" bugs a city so that the detailed view no longer works. Double clicking a city shows the city "frame" but it's all blank and the normal view UI overlaps it (like the score board). 90% sure that's what it was anyway. BTW that ability could use some sort of tooltip, as I have no idea what it was supposed to do.

Edit:Ninja! >.<

Pillaging will be devastating.

I already removed the ability for any unit to pillage in my game. Total headache.

As for the 25% faster build time thing, I noticed that even in 1.23 when a build time reduction was split in two, like for yarangas, the first reduction did nothing. You had to research both techs to get a faster build time. That may be happening with all of them now since it looks like they were all split up. I dunno though, I haven't really been paying attention to the build times, I just know it's looong, so I've been making huge stacks of workers for everything.
 
Zai said:
Seems like you have different DPI, and that changes size of buttons. I'll try to fix that in next patch

Bitwise said:
I get an error "Mods\Rise from Erebus \ is an invalid mod directory, ignoring" when running the launcher. [..] (x86)\Steam\stea [..]
well, since I don't have Steam version of Civilization and i don't know anyone with Steam version, i really can't predict what can happen ... /: ... i will look at this problem

[..]\NOTSET\[..]
NOTSET is default path where launcher searches for RifE folder - it's basically only placeholder and shouldn't happen after first launch ... however it might be caused by having no write access to RifE folder, so try to set everything in /Rise from Erebus/ to NOT read-only, and give the files with in /Rise from Erebus/ folder permission to be edited by everyone, or at least by you ... i told Valkrionn to set that folder to have this properties, but i guess it wasn't possible so, Valkrionn, if you are reading this, could you put that sentence in bold to first post?

Gorilla Museum said:
I figured it was a problem with my .NET Framework, so I downloaded the newest version I could find (4.0), no dice.
I guess that if what GreyFox said is true, so this is that problem - try installing 3.5 version.
 
Some things i encountered so far, but dont know if bug or intended:

1.
While farms, mines and camps are buildable without their techs the rest of the improvements (Quarry, Plantation, Whinery) are only buildable with their techs. Intended?

2.
Playing as Lyosalfar, building improvements in Ancient Wood resulting in copping them down.

3.
Horsebackriding has TXT_KEY_SPELL_UPGRADE_WOLF_RIDER in it.
Archery has TXT_KEY_SPELL_UPGRADE_ARCHER in it.
Trade has TXT_KEY_SPELL_UPGRADE_CHARIOT and 2x TXT_KEY_SPELL_HIRE_GIANT

4. (Think this was allready reported) Great Engineer can build Steamworks (Elves with Steampower whooohooo :D )
 
1.
While farms, mines and camps are buildable without their techs the rest of the improvements (Quarry, Plantation, Whinery) are only buildable with their techs. Intended?
Yes.

2.
Playing as Lyosalfar, building improvements in Ancient Wood resulting in copping them down.
Not intended.

3.
Horsebackriding has TXT_KEY_SPELL_UPGRADE_WOLF_RIDER in it.
Archery has TXT_KEY_SPELL_UPGRADE_ARCHER in it.
Trade has TXT_KEY_SPELL_UPGRADE_CHARIOT and 2x TXT_KEY_SPELL_HIRE_GIANT
Known and to be fixed :)

4. (Think this was allready reported) Great Engineer can build Steamworks (Elves with Steampower whooohooo :D )
Same as 3 ;)
 
Goblin Forts once all the defenders are killed and moved onto a both the Explore Lair & Capture Fort buttons are available.
Shouldn't it be that you can only capture it once the lair has been cleared, or it not be a lair at all?
Capturing it without clearing it gave a 3x3 block of culture, the same as the savages culture had been.

*Update* Capture then Clearing caused the Fort Commander to disappear the next turn. :(
 
Trying to open it in Firefox, got this:
&#1054;&#1096;&#1080;&#1073;&#1082;&#1072; &#1089;&#1080;&#1085;&#1090;&#1072;&#1082;&#1089;&#1080;&#1095;&#1077;&#1089;&#1082;&#1086;&#1075;&#1086; &#1072;&#1085;&#1072;&#1083;&#1080;&#1079;&#1072; XML: &#1085;&#1077;&#1087;&#1088;&#1072;&#1074;&#1080;&#1083;&#1100;&#1085;&#1099;&#1081;
&#1040;&#1076;&#1088;&#1077;&#1089;: file:///D:/Games/Sid%20Meier%27s%20Civilization%204/Beyond%20the%20Sword/Mods/Rise%20from%20Erebus/Assets/XML/Units/CIV4UnitInfos.xml
&#1057;&#1090;&#1088;&#1086;&#1082;&#1072; 9523, &#1089;&#1080;&#1084;&#1074;&#1086;&#1083; 43: <Image>Art\GreatPeople\Simple\Tuatha D&#65535; Danann.dds</Image>

btw, did this intending to make pioneer instaspam a Fort not goddamned Citadel :)
 
"Player had cast arcane lacuna" on turn 2 with wild mana enabled - i presume because of scripted conditions for it not including a certain number of owned arcane units and possibly state of war.

Addendum: second game with same conditions - and again Amurites cast their Arcane Lacuna on turn 2.
 
This is an old bug from 1.23, but Marksman units can't use bronze or iron weapons. This makes them worse than crossbowmen, which don't have a level requirement.

Flurries, the elven marksman UU, can still use weapons, though.
 
Explore lair is acting very strange. You can't cast it if you are out of movement points. When casting it there's often a delay before anything happens, usually under a second but still noticeable. The green and red text messages telling you if the lair has been destroyed or not isn't showing up. I've also been getting positive "success" events without destroying the lair, sometimes multiple times in a row, like the free tech or unit events. I know in 1.23 you could get like 50 gold and not destroy the lair, but I never saw a free tech on a failure until today.

I'm having sporadic crashes while loading saves too. It crashes on "initializing," but I can't actually see if it's crashed or not without ctrl-alt-deleting and bringing up the task manager. The game will just sit there with the spinning globe looking like it's still loading, even though an error window has popped up in the background stating the program needs to close. It's not repeatable though, the same save might crash once while loading, then when I restart the app it will load up just fine.
 
Erebus world map script as Illians:

No Arctic Deer or Letum Frigus (there was an Ice node near my start, wild mana ect. was off all unique features & double resources on).
 
Okay, that doesn't sound good...
Not much I can do then?

if you have similar glitches in other games then yes it is your video card. most likely the ram. (you may also look at the temperature and if you overclock your card you should stop that.)


here is a good article, if you have those issues chances are your card is dying (mine did this spring):
http://www.playtool.com/pages/artifacts/artifacts.html
 
Hi,

I have a problem with the menue screen. There are no visible letters at all. The menue points are avaible and I can go to the next screen, but there its the same. No letters at all:
Spoiler :


At first I Installed the game in german, so I thought this:

Bug : Game menu is empty when you choose another langage than english (I choosed french).

will help, but installing in englich gives the same result.
Does this Problem occur to someone else

Andre
 
Trying to open it in Firefox, got this:
&#1054;&#1096;&#1080;&#1073;&#1082;&#1072; &#1089;&#1080;&#1085;&#1090;&#1072;&#1082;&#1089;&#1080;&#1095;&#1077;&#1089;&#1082;&#1086;&#1075;&#1086; &#1072;&#1085;&#1072;&#1083;&#1080;&#1079;&#1072; XML: &#1085;&#1077;&#1087;&#1088;&#1072;&#1074;&#1080;&#1083;&#1100;&#1085;&#1099;&#1081;
&#1040;&#1076;&#1088;&#1077;&#1089;: file:///D:/Games/Sid%20Meier%27s%20Civilization%204/Beyond%20the%20Sword/Mods/Rise%20from%20Erebus/Assets/XML/Units/CIV4UnitInfos.xml
&#1057;&#1090;&#1088;&#1086;&#1082;&#1072; 9523, &#1089;&#1080;&#1084;&#1074;&#1086;&#1083; 43: <Image>Art\GreatPeople\Simple\Tuatha D&#65535; Danann.dds</Image>

btw, did this intending to make pioneer instaspam a Fort not goddamned Citadel :)

idk what were you intending to do, nor i can't speak Russian, but i encountered similar this error when i was making PediaReader ... it caused by french national character in "Tuatha D&#65535; Danann.dds" ... you should load it with UTF8 encoding
 
Erebus world map script as Illians:

No Arctic Deer or Letum Frigus (there was an Ice node near my start, wild mana ect. was off all unique features & double resources on).
Not sure about the Letum Frigus but no Arctic Deer is to be expected since they are getting removed. You should still have regular deer nearby since they now pop in taiga as well.
 
Top Bottom