Discussion in 'Rise from Erebus Modmod' started by black_imperator, Dec 22, 2017.
Python exception, screenshot attached.
that one is a known issue. It's a complicated thing. The orphaned Goblin event triggers the turn after your unit kills a goblin, but if the unit dies after the kill but before the trigger, the game cannot detect it, which makes the whole event bug. I'll look into making a quickfix for that.
I'm seeing the same issue with the Sidar as before: after I conquered Sidar territory, including ultimately capturing all their cities and defeating them, the Mist keeps coming back. I know Mist is a Terrain Feature, not Base Terrain, so presumably works differently from the automatic terraforming of the Mazatl, Cualli, and Malakim. It's mostly annoying, and would be nice to not have to micromanage Adepts or Mages to cast Gust of Wind every 2-3 turns.
SVN Revision 340. (I didn't update to 341 because I don't need the LENA installer.)
Active modules are the following: Advanced Workers, Black Duke, Chislev Expansion, Dural, Dwarves, Emergent Leaders, Everchanging, Fortifications, Frozen, Hamstalfar, Lizard Art, MOM Bulidings, More Events, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, and Werepyre.
hmm, if the last one didn't work, i'm gonna add a more forceful cleanup for the mist ...
thanks for the report
With the "Dwarves" module, the Dwarven Engineer line of units can build Dwarven Mines/Settlements/Halls right next to other Improvements of that type. It's fun if you're the Khazad, of course, but I seem to remember reading in the "Khazad the Next Generaton" thread that that was not intended, that they have to keep the two-tile spacing between those types of Improvements.
Also, unlike Khazad workers or Soldiers of Kilmorph, the Dwarven Engineers can't build Dwarven Mines, etc. on Peaks. They can build Roads on Peaks, but that's it. Doesn't seem right.
i made a game with all the current civs (with the default modules) for 28 players total (including myself) on a Huge WorldofErebus map but i always crash if i try to go past this turn
i used the debug menu to give myself quite a few things, including all techs and all religions i wanted at the start of the game, asides from that, i modified the CIV4GameSpeedInfo file in the mod folder to make the game faster and changed Decius (wich im playing) organized trait for charismatic, i haven't tampered with anything else, the loaded modules are the default ones
im running on the lastest SVN version
i have tried the same setup several times and i always run into the same problem everytime, around turn 1 to 10 the same gamebreaking crash wich appears in this save happends again and i can't continue playing
can you show me your modified xml files too ?
I just re-found recently the elder scrolls mod. https://forums.civfanatics.com/resources/elder-scrolls-mod-version-0-20.19307/
they developped an interesting Kajiit and Argonian civs.
there are at least 1 basic army for each... which could fill most of the maogata rooster as a temporary fix (temporary because normally maogata shouldn't have any weapons) and maybe even improve the Mazalt ranks.
if main download does work the link on p11 of the thread works ... but only a simplified version of rooster (https://forums.civfanatics.com/threads/elder-scrolls-mod-development-thread.443145/page-11)
+ they developed further the mod : some kajiit have reversed knees : like the mage : p15
(and if some DL doesnt work, one guy was still working on it in 2020)
(the mazalt units are very bland currently and are difficult to differentiate from each other, and don't wear any armor ... even if the leader picture show that they should have a big civ)
here they are, quick speed is the one im using currently so i modified it the most, normal is changed too since i used that last time i played a few months back, for leaders, i only altered decius to change his traits, nothing else
That's an interestingly weird bug. I'll look into it.
that's definitely an option for the maogata. For the Mazatl, PPQ was working on them at some point, to add those armor though i don't remember how far he got into them. At least some of those should be in the current download (The melee line at least).
Thanks i'll take a look.
If you think other modules might be affecting this, my active modules are the following: Advanced Workers, Black Duke, Chislev Expansion, Dural, Dwarves, Emergent Leaders, Everchanging, Fortifications, Frozen, Hamstalfar, Lizard Art, MOM Bulidings, More Events, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, and Werepyre.
i deleted the XMLs files and re-dowloaded them from the SVN after a while, and then my games stopped crashing
LeaderHeadInfos seems fine, but GameSpeedInfo was the culprit, it was crashing the game everytime if i set the <iBarbPercent> too low, the default 67 from quick speed worked fine, but if i went below 40 it would crash the game everytime, currently i set it at 47 and im actually able to play with the exact same settings that before used to crash
here's the current GameSpeedInfo file im using if you are wondering
yeah, i suspected something similar. Though it's weird that it crashes under 40. I'll look into that.
The Mechanos Adeptuses (Adepti?) and Techpriests can cast Spring once the civ researches Elementalism, but not Dousing Torrent. Seems like an oversight more than a bug, so I'd suggest getting that fixed.
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