Ashes of Erebus (RifE's Follow-up) Download and Bug Reports

Python exception, screenshot attached.

SVN Revision 361.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes.

Screenshot (294).png
 
Unrelated, I also finally built Noggormotha, but in a completely unexpected way, by completing the Glory Everlasting Ritual. I guess the game decided that, by destroying all the demons in the world, I had killed all units with a piece of Noggormotha, so I ended up creating Noggormotha. I think this is okay, actually, given how many hammers it takes to do Glory Everlasting, so seems like an appropriate reward.

In my current game I tried this again, but this time I didn't get Noggormotha, so this obviously isn't a recurring thing. I'm sorry I don't have saved games from right before I completed the Ritual, so you could maybe figure out what was different in the two games.

Anyway, the point is it's not a general thing, there was obviously something specific in the previous game that caused me to create Noggormotha upon completing Glory Everlasting.

SVN Revision 361.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes.
 
Python exception, screenshot attached.

SVN Revision 361.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes.



Screenshot (296).png
 
I take it this is the result of reverting to an earlier version, but I noticed that the Barbarians were able to build a city on the Tower of Eyes, presumably since it's treated as a Fort. I don't know if non-Barbarian civs, including a human player, can do this, but wanted to report it.

SVN Revision 361.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes.
 
Thank you black_imperator for your many many years of devotion to this great game. I read that you recently made a difficult decision to roll back to an older version to solve startup crash. As a result I can get this game run again after some years of hiatus. :thumbsup:

My laptop is getting this error while loading AoE. Anyway the game loads without problem after clicking the 'OK' .
제목 없음.png


svn361.
modules list ; AnimalLairs, Arachnophobia, BannorExpansion, Black Duke, Chislev Expansion, Dural, Everchanging, Frozen, Hamstalfar, Lizard Art, Ljosalfar Expansion, LoyalCorrupt, Magister Ashes, More Events, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes.

And an ingame error pop-up.
error.JPG
 
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Thank you black_imperator for your many many years of devotion to this great game. I read that you recently made a difficult decision to roll back to an older version to solve startup crash. As a result I can get this game run again after some years of hiatus. :thumbsup:

My laptop is getting this error while loading AoE. Anyway the game loads without problem after clicking the 'OK' .
View attachment 666859

svn361.
modules list ; AnimalLairs, Arachnophobia, BannorExpansion, Black Duke, Chislev Expansion, Dural, Everchanging, Frozen, Hamstalfar, Lizard Art, Ljosalfar Expansion, LoyalCorrupt, Magister Ashes, More Events, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes.

And an ingame error pop-up.
View attachment 666862
not quite sure about the first error. I'll see if it's a weird interaction between modules maybe. the second one is fixed in next version
 
Version 362 is out :
Multiple Bugfixes ( Mainly related to DynTraits and Lairs/Events, Thanks to @TiberiusW for help in tracking and fixing them)
New Lair, the frostlings camp
Kahd is back as an Emergent-like Amurite Leader
Rivanna's Emergent Trait is finalized
 
Tried my first game of Revision 362. I was surprised that I couldn't research religious techs, then checked the installer and right-clicked on the DynRels module, which I had activated, and saw that that module causes religions to be founded differently. It takes some getting used to, so I'll see how the game goes before deciding whether to keep the module active in future games.

Still, I think it might be helpful if the DynRels module included a Civillopedia explanation, either as a Dynamic Relations entry under Fall from Heaven Concepts or some additional text in the Religions section, eg, "With Dynamic Religions active, etc."
 
Is Acheron supposed to be immune to being captured? For the first time in a long time I had a highly promoted Beastmaster with the Subdue Beast promotion defeat Acheron, but I didn't capture him. In relatively recent games I've occasionally captured Gurid or Margalard or Cernunnos's Boar, so I the Monstrous Creature can't be the reason I couldn't capture Acheron. Is it the Magic Immune promotion that prevents capture? If so, it might help if the 'pedia entry for Magic Immune included something like "Immune to Capture."
 
Is Acheron supposed to be immune to being captured? For the first time in a long time I had a highly promoted Beastmaster with the Subdue Beast promotion defeat Acheron, but I didn't capture him. In relatively recent games I've occasionally captured Gurid or Margalard or Cernunnos's Boar, so I the Monstrous Creature can't be the reason I couldn't capture Acheron. Is it the Magic Immune promotion that prevents capture? If so, it might help if the 'pedia entry for Magic Immune included something like "Immune to Capture."
he should be capturable. I'll look into it
 
he should be capturable. I'll look into it
Unfortunately I didn't keep the saved game from the turn before I defeated him, so I don't know what promotions he had. I checked Acheron's 'pedia entry and didn't see any promotions available to him that would make him immune to capture, so I don't know.
 
I think I've encountered a bug with the Tolerant Trait.

Playing as Prime Minister Esirce of the Grigori, I captured a Khazad city -- actually, it flipped culturally. I had built the Guild of Smiths and saw that the captured Khazad city had a Forge instead of the Khazad UB replacement, a Dwarven Smithy. Despite that, the Dwarven Smithy showed up as an available build in that city. So did the Grove, which the Khazad are blocked from building. Also, besides the Khazad UBs (Slave Market, Dwarven Smithy Stone Circle), Grigori UBs showed up as available builds as well: Citizen's Forum, Museum, Adventurer's Guild -- but not the Grigori Tavern, only the regular Taven.

It was only buildings, not units. So the captured Khazad city did not allow building of things like Dragon Slayers or Grigori Medics, only units that the Khazad could build, including their UUs.

Maybe this is intended, as some sort of mixing of cultures? But then it would need to apply to units as well. And if you were going to have a real mixing of cultures, then your other cities would have to be able to build UUs and UBs of the civ who's city you've conquered, to reflect their culture and people spreading throughout your empire.

I don't know if it's just the Khazad or other civs, since the Khazad are the only civ whose city I captured.

Anyway, I don't think the Tolerant Trait was intended to work like this.

SVN Revision 362.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes.
 
the rules with tolerant were a bit inconsistent and i've cleaned them up a bit while preparing for a system that will play with the same effects but it remains a bit weird. Currently, the normal behavior is :
if a buildingclass/unitclass has a city specific version, that's the version that is supposed to be available
if it doesn't have one, it defaults to the civ-specific version.

so, for "standard" buildings and units, you get the one associated to the city first (which is why you don't see DragonSlayer which are Champion UU and Khazad can build champions)
for "special" buildings, since the Khazad have no version of them, you get the grigori version.

So it works as intended, apart from the wonder granting the civ version of the building.
 
Still playing as Prime Minister Esirce of the Grigori, with the Tolerant Trait, I captured a Hamstalfar city. I had earlier built the Cathedral of Tali, and my captured Hamstalfar city had a Lighthouse instead of the Hamstalfar Lighthouse replacement, the Marker of the Covenant. Unlike what happened with the captured Khazad city with the Forge and the Dwarven Smithy, the Marker of the Covenant did not show up in my city screen as an available build.

Other than that, the other Hamstalfar UBs were available, as were the Grigori UBs.

SVN Revision 362.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes.
 
The stability was good while it lasted, but for the first time in a long time I'm getting a repeatable CtD when I hit ""Enter" at the end of this turn.

I had gotten random CtDs before while playing Revision 362, but they weren't repeatable, unlike this one.

SVN Revision 362.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes.
 

Attachments

Smoke tile forest is not removed by chopping. Workers finish chopping, a nearby city gets hammer bonus, but the forest is still there. And workers can chop it again and again. I guess the 'Smoke' prevents disappearing of Forest.
 
Animals are being captured as human slaves by 'non-subdue animal' units under the Slavery civic. We can build 'Human cages' with them in freak show. I guess it's not intended.
 
Animals are being captured as human slaves by 'non-subdue animal' units under the Slavery civic. We can build 'Human cages' with them in freak show. I guess it's not intended.

Same is happening when animals are defeated in combat by units that have the Slaver promotion -- I'm playing as Athel Revus of the Khazad and have captured some animals as slaves.
 
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