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

Not sure if this has been reported already. When playing as the Scions your cottages etc don't appear on the map. Mousing over the tile will say that there's a cottage/hamlet/village/town, but you can't see one.

SVN Revision 350.

Active modules are the following: Black Duke, Churel, CrimeBalanceTest, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Lizard Art, MagisterAshes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, and Scion Healthcare.

I see i am not the only one with the problem i created an account only for posting these minor grafic issues.In my thread i have excatly 2 specific graphic bugs/issues.
Both occure with the non vanilla ffh civs.Invisible huts and missing farms and field graphics.
I spend hours in the XML files and the only solution i found, was not satisfying enough.https://forums.civfanatics.com/threads/a-minor-graphic-issue-missing-farm-fields.675652/

View attachment 622449 SVN Version without farmfields and invisible hut improvement

Yeah, apologies for the lack of reaction on my part, i've been busy. I've ascertained that it is indeed something due to our recent art reorganization. I have two possibilities left to check, either the artdefine is mislabeled, or it's an issue with the lsystem. I'm on it
 
Btw one last question why is the orbis mod the only one with the intel/spy feature, because the modders wanted it in?
 
Btw one last question why is the orbis mod the only one with the intel/spy feature, because the modders wanted it in?
Pretty much, yes. Each of the FFH submods has its own philosophy and stuff.
 
Yeah, apologies for the lack of reaction on my part, i've been busy. I've ascertained that it is indeed something due to our recent art reorganization. I have two possibilities left to check, either the artdefine is mislabeled, or it's an issue with the lsystem. I'm on it

No need to apologize, I'm sure everybody here understands that you're doing all of this voluntarily and on your own time. Real life understandably takes priority, as it should.
 
Getting what appears to be a repeatable CtD when I hit "Enter" at the end of this turn. (Yes, I had already won the game with a cultural victory, but kept playing because I was having fun.)

SVN Revision 350.

Active modules are the following: Black Duke, Churel, CrimeBalanceTest, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Lizard Art, MagisterAshes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, and Scion Healthcare.
 

Attachments

Python exception, screenshot attached.

SVN Revision 350.

Active modules are the following: Black Duke, Churel, CrimeBalanceTest, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Lizard Art, MagisterAshes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, and Scion Healthcare.

Screenshot (185).png
 
Getting a repeatable CtD when I hit "Enter" at the end of this turn.

SVN Revision 350.

Active modules are the following: Black Duke, Churel, CrimeBalanceTest, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Lizard Art, MagisterAshes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, and Scion Healthcare.
 

Attachments

Python exception, screenshot attached.

SVN Revision 350.

Active modules are the following: Black Duke, Churel, CrimeBalanceTest, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Lizard Art, MagisterAshes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, and Scion Healthcare.

Screenshot (186).png
 
One issue I noticed while playing as the Scions recently. Although there are no more Creepers, Ghostwalkers still have cargo space of 1. They can't carry Hawks, though, but from what I can tell, only regular land units. Plus Ghostwalkers can't board ships, even if they're not carrying another unit.

So first I would suggest allowing Ghostwalkers to board ships.

Second, I would suggest eliminating their cargo space. It made sense for them to be able to carry Creepers, but I don't see any reason for them to be carrying ordinary land units. And I'm not sure allowing them to carry Hawks really fits, unless you're also going to give the Cetratus that ability.

Just a couple of thoughts.
 
Python exception, screenshot attached, followed by a repeatable CtD, saved game attached.

SVN Revision 350.

Active modules are the following: Black Duke, Churel, CrimeBalanceTest, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Lizard Art, MagisterAshes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, and Scion Healthcare.

Screenshot (188).png
 

Attachments

Time to make another attempt at improving stability for game start. Based on some tests run by people in the Discord, i may have figured out the part of the code responsible ( though i don't know why yet). Here is a dll with that part cut to see if there's an improvement. if some of you could test it, it'd be helpful to get some feedback.

It only affects the loading unstability, no other bugs fixed. Some systems may not work fully ( most notably mercenaries).
 

Attachments

Python exception followed by a repeatable CtD. Screenshot attached, plus saved game right before the crash.

SVN Revision 350.

Active modules are the following: Advanced Workers, Black Duke, Churel, CrimeBalanceTest, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Lizard Art, MagisterAshes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, and Scion Healthcare.

Screenshot (192).png
 

Attachments

Getting a repeatable CtD at the end of this turn.

SVN Revision 350.

Active modules are the following: Advanced Workers, Black Duke, Churel, CrimeBalanceTest, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Lizard Art, MagisterAshes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, and Scion Healthcare.
 

Attachments

Modules: Black Duke, Jotnar, mom-buildings, MoreEvents, PPQ_Effects/Flavour/Navy, scio healthcare, werepyre

Love the mod. This entire mod/modmods brings such nostalgia to me. Have been playing this for the last month after not playing ffh2 for a very long time. First started with magister's and had a lot of fun with it but I found the magic system totally OP but it worked great. Then I played the stable version of this mod and it worked great. Now I'm playing the SVN version and its very strange the way it works. Originally I thought I had issues with the modules I'm using so im using a lot less of them than id like or need to. So here's the strange part, whenever I boot up the game through the launcher it typically has the following error when loading XMLs but proceeds to load to main menu anyway. When this happens and I try to load a save/start a game it almost immediately crashes to desktop. After a random # of attempts to start up, usually 2 or 3 (today im on my 10th) I no longer get that error, the game works perfectly fine, on turn 400 in my jotnar game without any other crashes or errors so far. But its a pain in the ass to navigate startup. Posting it here in case there's something I'm doing wrong and can fix to have a smoother experience with reliable startups.
 

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    startuperror.png
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Modules: Black Duke, Jotnar, mom-buildings, MoreEvents, PPQ_Effects/Flavour/Navy, scio healthcare, werepyre

Love the mod. This entire mod/modmods brings such nostalgia to me. Have been playing this for the last month after not playing ffh2 for a very long time. First started with magister's and had a lot of fun with it but I found the magic system totally OP but it worked great. Then I played the stable version of this mod and it worked great. Now I'm playing the SVN version and its very strange the way it works. Originally I thought I had issues with the modules I'm using so im using a lot less of them than id like or need to. So here's the strange part, whenever I boot up the game through the launcher it typically has the following error when loading XMLs but proceeds to load to main menu anyway. When this happens and I try to load a save/start a game it almost immediately crashes to desktop. After a random # of attempts to start up, usually 2 or 3 (today im on my 10th) I no longer get that error, the game works perfectly fine, on turn 400 in my jotnar game without any other crashes or errors so far. But its a pain in the ass to navigate startup. Posting it here in case there's something I'm doing wrong and can fix to have a smoother experience with reliable startups.
i'm working on something for the reliable startups, see a couple of posts earlier in this thread. As for your specific error, i have seen it once or twice in other people but haven't been able to replicate it yet, so i'm a bit lost on what may be the cause at this point
 
i'm working on something for the reliable startups, see a couple of posts earlier in this thread. As for your specific error, i have seen it once or twice in other people but haven't been able to replicate it yet, so i'm a bit lost on what may be the cause at this point
Ok thanks for the quick reply. I'll look at your posts and try a few things but may revert back to the normal version if this persists. Cause now I keep getting that error no matter what.

EDIT: I tried starting the game with the normal version instead of the old unsupported version as is advised. The one under beta for BtS steam. I still get that error but I can load saves and play them np but a lot of interface icons are missing.

EDIT2: Ok I tried your dll and there is no change. I think the problem I'm getting is related to that error that appears when booting up the mod since when I don't get it the game works fine and when I do it doesnt. Which sucks cause today I keep getting it.
 
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Python exception, screenshot attached.

SVN Revision 350.

Active modules are the following: Advanced Workers, Black Duke, Churel, CrimeBalanceTest, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Lizard Art, MagisterAshes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, and Scion Healthcare.

Screenshot (194).png
 
Getting what seems to be a repeatable CtD when I hit "Enter" at the end of this turn.

SVN Revision 350.

Active modules are the following: Advanced Workers, Black Duke, Churel, CrimeBalanceTest, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Lizard Art, MagisterAshes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, and Scion Healthcare.
 

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