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

Playing as Risen Emperor of the Scions, SVN Revision 319. I can't adopt the Glory Civic, even though I've researched Engineering. It appears on the list of Civics in the Civics screen, but can't adopt it. So I don't know if there's some other prerequisite not listed in the Civilopedia that I haven't reached or if it's a bug.

Also, the Religion Civic likewise appears on the list but I can't adopt that either. Not sure if that's a bug or working as intended. I know the Scions can't adopt a state religion, so wouldn't get the full benefit of adopting Religion, but the +50% culture could be useful in the early game.
 
Can't attack Mercenary units hired by an opponent with whom I'm at war.

Details:

Playing as the Clan of Embers, at war with the Archos. There are two Archosian mercenaries near my city of Uddrur, one a few tiles north occupying the Broken Sepulcher, the second a few tiles west occupying a tile with cotton. Whenever I try to send a unit to attack them I get the red circle indicating that my unit can't enter that tile.

Save game attached, in case it's helpful to you in figuring out the problem.
 

Attachments

i got the same problem as the post above, everytime i try to attack an mercenary unit hired by my opponent it looks like this

f2eBPdU.jpg



can't kill them with anything else either, ranged attacks with no cap won't allow me to target them and spells that can kill units won't do anything to them, the only way i was able to do something to them is by Using Archeon's Roar ability to move them away from the city, but if the unit is inmune to fear then that won't work, at this point only way i have to get rid of them is to delete them with world editor

notice how they all have 0 life, this was also happening when i recruited mercenarys, i couldn't move them from the city they appeared in, couldn't heal them or anything, nor could they attack, but they were able to cast spells, so i didn't use mercenarys the whole game, i tried using them again the same turn i took the screenshot, they appeared to be able to move and had full life and their strenght value was displaying well, but then as soon as i gave them any promotion, they broke again and where unkillable but unable to do anything (the AI can still move the merc even if they are in this state, tho not anything else)

only thing i have thinkered with is the gamespeedinfo.xml in the mod directory to make the game much faster and the leaderheadinfo xml in order to replace Organized trait from Decius (who im playing as) with Charismatic, im playing as the bannor and so far everyother civ has the exact same issue with mercs, i do recall killing some mercs from other Civs normally so not all of them were bugged, tho most of them are.

it seems that as soon as they get a promotion by normal means they break, also something i realised aswell is that if you use an damaging spell or any sort of non combat damage to soften up a unit, on an enemy mercenary that seems to be working, they break and go back to 0.0 strenght and unable to attack or be attacked/killed, realised this when some mercenary knights where in my territory and i used maelstrom before attacking them only to see that they broke and i couldn't attack them no more

Using SVN revision 319, the lastest one

here's the savegame in case you need it
 

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Ok, so I am playing a multiplayer game, and we ran into an interesting set of issues, first of all: a LOT of desyncs and crashes, especially when loading a save (which you do a lot when trying to resync), second of all, we started the game with simultaneous turns and Anonymous on, and the other game options (turn timer, take over AI etc. disabled), but the latest time we tried to save and reload, the save has simultaenous turns disabled and has added a turn timer, and I dont know how or why, we have also ran into the missing interface bug, I will attach the turn 1 Auto (which is fine) and the fudged up save
We are playing the non-steam version, if thats important
 

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I really need to do a pass at the multiplayer specific stuff, will do asap though i'm currently between proper computers, so no guarantee it'll be soon. I'll see if i can find some thing from the saves. (Also, if you notice specific that cause the desync, please tell me )
 
@Nor'easter
If you can switch to the debug dll, (the one in the main folder, or the latest version here) that'd get me more data in the dumps

@black_imperator

Sorry, I just want to be clear on what it is you're requesting. There's a file called CvGameCoreDLL.dll in my Ashes of Erebus folder, last modified back on April 10. Do you want me to zip and upload that, or do you want me to replace it with the file you've attached in your post? Please let me know, thanks.
 
I want you to take the attached one and replaced the one in Assets/

(the attached one, and the one in Ashes of Erebus/ is the debug version of the Dll, it has more debug options than the normal one.
 
I want you to take the attached one and replaced the one in Assets/

(the attached one, and the one in Ashes of Erebus/ is the debug version of the Dll, it has more debug options than the normal one.

Okay, done. You meant the "Assets" folder inside the Ashes of Erebus folder, right? This is the path on my computer: C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Ashes of Erebus\Assets
 
Basically take the file he uploaded, unzip it to get CvGameCore.dll and than copy paste it into your mod/Ashes of Erebus/Assets folder overriding the one already there.
 
Unfortunately, there doesnt seem to be a specific trigger that we can isolate, we at first thought that starting to research infernal pact was causing problems (thats when it started getting a lot worse in that game, didnt even finish it), but we wanted to confirm it before saying anything, so we restarted the same game from the turn 1 autosave and basically did all the same stuff, but this time we got to the same point (even finishing the pact and switching to infernals) with only a single desync and no crashes, which really had me confused. things that MIGHT be triggers for desyncs, however: some events and great people spawning seem to happen on some desync turns, but its hard to separate coincidence from cause, especially in multiplayer

I do want to say that this is the first game we have played that has had almost no desync issues (out of 3-4 game attempts), but if we notice anything specific that might be causing an issue, we will definitley point it out
 
Revision 320 and 321 commited. general fixes, including the mercenary non-dying issue and the way Infernals' AI was handling Manes. New ship models for the Clan (thanks to Himan), New pedia for Decius (thanks to Nikis-Knight)
It's save compatible, but i have no idea what will happen with the undying mercs in that case
 
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