Ronkhar
Warlord
The Age of Ice challenge doesn't seem to be working with this mod. Is this a known issue?
What are you talking about?
"age of ice" has 392 occurrences in the mod but it's all lore.
The Age of Ice challenge doesn't seem to be working with this mod. Is this a known issue?
Hi, I played RiFE a lot some year ago and just restarted playing it last week using the latest version of final fix reborn.
The game is now more balanced and stable than before but it seem that there's less different event than before. (random event and lair result) Some were probably removed for balancing issue but it may be an bug
I'm bringing this up because sometime when I click the explore lair ability the game simply ignore me and I have to give the order again. Also I played four 200~500 turn game with different civ and setting and never got the caerbannog event or the flesh golem event, 2 event that I had in almost every game before.
and thanks for keeping this thing alive
P.-S: If the flesh golem is still there and if the mechanics didn't changed (sacrificing unit to give it promotion) you should probably reduce his attack power since 6 seem too much for a "free" unit that can get almost every promotion in the game.
P.P.-S: the jotnar module have an ID conflicting with UNIT_ARTSTYLE_RADIANT () and make the game crash. Even if they are probably still umbalanced it would be nice to be able to add them.
Yes, I did mean the 'End of Winter' option. The game wasn't open at the time (and I was doing a reinstall, so couldn't open it and check). I'd meant to go back and correct myself later, but forgot.
Anyway, I wasn't able to get the Erebus Continents mapscript to produce the initially cold world with Final Fixes installed, it just resulted in a normal (warm) world. I deleted my folder and reinstalled vanilla RifE and it worked fine.
Welcome back to the mod
I don't know if Ronkhar made any changes to how lair mechanics work, as far as I could tell. When you click explore lair, does it use up that units "explore" for the turn?
for (std::vector< std::pair<GoodyTypes, int> >::iterator it = aePossibleGoodyWeights.begin(); it != aePossibleGoodyWeights.end(); ++it)
{
eGoody = (*it).first;
if (iValue < (*it).second)
{
receiveGoody(pPlot, eGoody, pUnit);
return eGoody;
}
iValue -= (*it).second;
}
I remember reading somewhere that fall from heaven wasn't originally supposed to have "good" civilisation and Basium and his Mercurians are only 'good' in the sense that they fight demons.Basium adding to the armageddon counter is a FfH mechanic and intended. I can't remember the reasoning for it but it's supposed to be that way.
I remember reading somewhere that fall from heaven wasn't originally supposed to have "good" civilisation and Basium and his Mercurians are only 'good' in the sense that they fight demons.
I thought about it a few minutes and it can make sense since summoning the Mercurians is almost certain to bring war. Basium shtick is to kill good people to fuel his army to anihilate evil civilisation so the +5 to the armagedon counter is OK. but an explanation should be added to the wiki since it's strange.
iClimate = pPlot.getNaturalClimate()
<TerrainInfo> <!-- Tundra -->
<TerrainClass>TERRAINCLASS_SNOW</TerrainClass>
<Type>TERRAIN_SNOW</Type> ----------------------------> "Snow" (FoxTools.py)
<Description>TXT_KEY_TERRAIN_TUNDRA</Description> -----> no string at all
<Civilopedia>TXT_KEY_TERRAIN_ICE_PEDIA</Civilopedia>
--> the string has no info, just placeholder
(CIV4GameText_pedia_strategy.xml)
<ArtDefineTag>ART_DEF_TERRAIN_SNOW</ArtDefineTag>
doSignMulcarnNew and doSignBhallNew both CTD because of getNaturalClimate(). I had the End of Winter game option enabled, so it might be related to that.
python error "TERRAIN_SNOW unknown"
Documents\My Games\Beyond the Sword\CivilizationIV.ini said:; Set to 1 for no python exception popups
HidePythonExceptions = 0
I tried to put a new template in place :
lvl 1 is taiga (climate boreal)
lvl 2 is tundra (climate frost)
lvl 3 is glacier (climate glacial)
2) Just to be sure, when you say python exceptions reporting, you mean the following option
Quote:
Originally Posted by Documents\My Games\Beyond the Sword\CivilizationIV.ini
; Set to 1 for no python exception popups
HidePythonExceptions = 0
<PromotionInfo> <!-- Mobility I - Craftmaster -->
<Type>PROMOTION_MOBILITY3</Type>
<Description>TXT_KEY_PROMOTION_MOBILITY1</Description>
<PrereqPromotionANDs>
<PrereqPromotionAND>
<PromotionType>PROMOTION_GOLEM</PromotionType>
<iPrereqApplications>1</iPrereqApplications>
</PrereqPromotionAND>
</PrereqPromotionANDs>
[B] <UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<iMaxApplications>0</iMaxApplications>
</UnitCombat>
</UnitCombats>[/B]
<bAutoAcquire>1</bAutoAcquire>
<bNoXP>1</bNoXP>
<PrereqbAllowNULLUnitCombat>1</PrereqbAllowNULLUnitCombat>
<PrereqTraits>
<PrereqTrait>TRAIT_CRAFTMASTER</PrereqTrait>
</PrereqTraits>
<iMovesChange>1</iMovesChange>
<bValidate>1</bValidate>
<Button>,Art/Interface/Buttons/Promotions/Mobility1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,5,4</Button>
</PromotionInfo>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ADEPT</UnitCombatType>
<iMaxApplications>0</iMaxApplications>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
<iMaxApplications>0</iMaxApplications>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_DISCIPLE</UnitCombatType>
<iMaxApplications>0</iMaxApplications>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<iMaxApplications>0</iMaxApplications>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<iMaxApplications>0</iMaxApplications>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
<iMaxApplications>0</iMaxApplications>
</UnitCombat>
</UnitCombats>
<UnitCombatType>UNITCOMBAT_COMMANDER</UnitCombatType>
<iMaxApplications>0</iMaxApplications>
</UnitCombat>
</UnitCombats>