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

Getting what seems to be a repeatable CtD at the end of this turn.

SVN Revision 355.

Active modules are the following: Advanced Workers, Black Duke, Churel, Crime Balance Test, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Lizard Art, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare.
 

Attachments

A couple of python exceptions, screenshots attached. I was playing as the Clan of Embers and both happened when Bhall declared war on me.

SVN Revision 355.

Active modules are the following: Advanced Workers, Black Duke, Churel, Crime Balance Test, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Lizard Art, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare.



Screenshot (236).png

Screenshot (235).png
 
Getting what seems to be a repeatable CtD when I hit "Enter."

SVN Revision 355.

Active modules are the following: Advanced Workers, Black Duke, Churel, Crime Balance Test, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Lizard Art, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare.
 

Attachments

Getting an apparent repeatable CtD when I hit "Enter."

SVN Revision 355.

Active modules are the following: Advanced Workers, Black Duke, Churel, Crime Balance Test, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Lizard Art, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare.
 

Attachments

In a recent game I was playing as the Grigori, with Prime Minister Esirce, who has the Tolerant Trait, as Leader.

After defeating the Doviello in war, I ended up with four Doviello cities. I saw that the Doviello National Wonders (Stag Copse, Bear Den, etc.) were available to build, so I built them. I was a bit surprised at first that they were available, but then figured that if the Doviello get the Minister Koun event, Koun can probably build them as well. After I built them, they didn't appear in the city screen, but did appear on the list of National Wonders that had been built, in that other screen that has info about the different players. And when I built a recon unit in the city it received the related promotions (Bear Blood, Stag Blood, etc.), so the only problem was with the city screen.

On the other hand, the Bioreserve, the Doviello-only World Wonder, was not available. To be more specific, I built a Grove in one of the Dovielo cities, sent a captured Wolf there, but wasn't able to build a Wolf Burrow. I didn't try other captured animals after that, since I wouldn't be able to build the Bioreserve at that point. Maybe this is intended, as a distinction between civ-specific World Wonders and National Wonders, but thought I'd mention it just in case.

Separately, I think I've suggested before that the Grigori lack a T1 Disciple Unit or equivalent that can do a +20 Culture burst to quickly pacify a conquered city. I know the Grigori are formidable in wartime, with all the Heroes they get, but it takes a while to have several Adventurers and upgrade them to combat units, so I think a low-level unit to do a Culture burst would be useful. Maybe give this ability to Refugees, to avoid creating a new unit? Or to Grigori Medics, which come late, but forces a choice on the Grigori player. If we do end up with a new unit I don't know what to suggest calling it.



On a completely separate note, in my current game I'm playing as the Lanun, with Captain Blackheart as Leader. Despite his Demon of the Deep Trait, so far none of my Naval units have captured any of the ships they've defeated in combat, only destroyed them, so that Trait seems to not be working as intended.

SVN Revision 355.

Active modules are the following: Advanced Workers, Black Duke, Churel, Crime Balance Test, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Lizard Art, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare.
 
In a recent game I was playing as the Grigori, with Prime Minister Esirce, who has the Tolerant Trait, as Leader.

After defeating the Doviello in war, I ended up with four Doviello cities. I saw that the Doviello National Wonders (Stag Copse, Bear Den, etc.) were available to build, so I built them. I was a bit surprised at first that they were available, but then figured that if the Doviello get the Minister Koun event, Koun can probably build them as well. After I built them, they didn't appear in the city screen, but did appear on the list of National Wonders that had been built, in that other screen that has info about the different players. And when I built a recon unit in the city it received the related promotions (Bear Blood, Stag Blood, etc.), so the only problem was with the city screen.

On the other hand, the Bioreserve, the Doviello-only World Wonder, was not available. To be more specific, I built a Grove in one of the Dovielo cities, sent a captured Wolf there, but wasn't able to build a Wolf Burrow. I didn't try other captured animals after that, since I wouldn't be able to build the Bioreserve at that point. Maybe this is intended, as a distinction between civ-specific World Wonders and National Wonders, but thought I'd mention it just in case.

Separately, I think I've suggested before that the Grigori lack a T1 Disciple Unit or equivalent that can do a +20 Culture burst to quickly pacify a conquered city. I know the Grigori are formidable in wartime, with all the Heroes they get, but it takes a while to have several Adventurers and upgrade them to combat units, so I think a low-level unit to do a Culture burst would be useful. Maybe give this ability to Refugees, to avoid creating a new unit? Or to Grigori Medics, which come late, but forces a choice on the Grigori player. If we do end up with a new unit I don't know what to suggest calling it.



On a completely separate note, in my current game I'm playing as the Lanun, with Captain Blackheart as Leader. Despite his Demon of the Deep Trait, so far none of my Naval units have captured any of the ships they've defeated in combat, only destroyed them, so that Trait seems to not be working as intended.

SVN Revision 355.

Active modules are the following: Advanced Workers, Black Duke, Churel, Crime Balance Test, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Lizard Art, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare.
On the Doviello :
The difference between the national wonders and the wolf burrows buildings is that the national wonders are built normally, while the wolf burrows is built through a spell. This spell requires the unit to be doviello, and not the city to be Doviello, which is why you cannot build it as a Tolerant Leader. I'm unsure whether it should be left as is or not. I'll check the city display.

On the Elohim :
The refugees may be a good option for it, i'll think about it.

On Blackheart :
I'll check. I need to rework the capture code anyway.
 
On the Doviello :
The difference between the national wonders and the wolf burrows buildings is that the national wonders are built normally, while the wolf burrows is built through a spell. This spell requires the unit to be doviello, and not the city to be Doviello, which is why you cannot build it as a Tolerant Leader. I'm unsure whether it should be left as is or not. I'll check the city display.

On the Elohim :
The refugees may be a good option for it, i'll think about it.

On Blackheart :
I'll check. I need to rework the capture code anyway.
So when a Unit sacrifices itself to build a building in a city, that's treated in the code as a spell, got it. Okay, thanks for your quick reply.
 
On the Doviello :
The difference between the national wonders and the wolf burrows buildings is that the national wonders are built normally, while the wolf burrows is built through a spell. This spell requires the unit to be doviello, and not the city to be Doviello, which is why you cannot build it as a Tolerant Leader. I'm unsure whether it should be left as is or not. I'll check the city display.

On the Elohim :
The refugees may be a good option for it, i'll think about it.

On Blackheart :
I'll check. I need to rework the capture code anyway.
Looks like I spoke too soon about Captain Blackheart, I've managed to capture a couple of barbarian ships. Unfortunately both my original ship and the ship I captured were heavily damaged and easily destroyed on the next turn by other nearby barbarian ships. Still, at least the capture mechanism is working.
 
Looks like I spoke too soon about Captain Blackheart, I've managed to capture a couple of barbarian ships. Unfortunately both my original ship and the ship I captured were heavily damaged and easily destroyed on the next turn by other nearby barbarian ships. Still, at least the capture mechanism is working.
Ok good, but i may want to increase the rate a bit. I'll have to run some tests
 
Getting what appears to be a repeatable CtD when I hit "Enter" at the end of this turn.

SVN Revision 355.

Active modules are the following: Advanced Workers, Black Duke, Churel, Crime Balance Test, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Lizard Art, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare.
 

Attachments

Getting a WoC hang when I hit "Enter." It's possible you eventually get to the next turn, but after a few minutes of waiting I gave up, it's too early in the game for it take that long, I think.

SVN Revision 355.

Active modules are the following: Advanced Workers, Black Duke, Churel, Crime Balance Test, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Lizard Art, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare.
 

Attachments

Getting a repeatable CtD at the end of this turn.

SVN Revision 355.

Active modules are the following: Advanced Workers, Black Duke, Churel, Crime Balance Test, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Lizard Art, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare.
 

Attachments

Encountered a bug I don't think I've encountered before: my Baron Duin Halfmorn defeated Saila in combat and I ended up with two Sailas -- 1) a Ravenous Werewolf Saila with all her promotions intact and 2) the regular Saila that appeared in my capital, as she was supposed to, but with no promotions.

I wonder if the same thing happens if Saila is defeated by a unit with Command I-IV or the Crown of Command. Is there a chance of winding up with two Sailas, one captured as a result of the Command promotion and the other (normal) one appearing in the victor's capital?

I don't know if Saila should be completely immune to capture, since I think the Domination spell is supposed to work on her. If there's some existing promotion that allows for her to be susceptible to Domination but not capturable by one of the Command promotions or by a Werewolf, I would suggest giving her that. Or adding a new promotion (Integrity? Indivisibility?) that has this effect.

Alternatively, she could start with a promotion such that she's not alive, eg, Angel, Demon, Fallen Angel, Undead. That would also foreclose capturing her via Domination, unfortunately, but maybe that's the way to go, to keep things simple.



Same game, I encountered a repeatable CtD at the end of this turn. (This was several turns after defeating and capturing Saila, so not related to that.)

SVN Revision 355.

Active modules are the following: Advanced Workers, Black Duke, Churel, Crime Balance Test, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Lizard Art, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare.
 

Attachments

I'm aware of the Salia thing, it's part of the mess with the 400 ways of capturing a unit in this mod, all coded differently ^^
I remember we used to have a similar issue when Werewolf had the Subdue Animal or Subdue Beast promotion, where sometimes you would wind up with two captured animals or beasts, one a werewolf and one a normal captured animal or beast, but you fixed that a while ago.

For Saila, it might be simplest to just give her one of the not-alive promotions, just to avoid more programming or having to devise a promotion specific to her. You'd lose the ability to capture her by Domination, but maybe that's okay, maybe the only way to capture her should be to defeat her in battle. I kind of like Fallen Angel, since it would make her different from other units in the game -- we already have plenty of Angels, Demons, and Undead -- but I'm not sure if fits her Civilopedia entry. I don't think either Angel or Demon really fits, and Demon would anyway make her vulnerable to a unit with the Demon Slaying promotion. So maybe make her Undead? That makes her vulnerable to the Banishment spell, though, as well as the Undead Slaying promotion, so I don't know.
 
Getting a repeatable CtD at the end of this turn.

SVN Revision 355.

Active modules are the following: Advanced Workers, Black Duke, Churel, Crime Balance Test, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Lizard Art, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare.
 

Attachments

In my recent game I encountered what I'm pretty sure is a bug.

Playing as the Khazad, I founded and adopted Runes of Kilmorph and built Bambur. Later I also built Baron Duin Halfmorn. Later in a war with the Mazatl and Mercurians, both Bambur and Duin were killed on the same turn. The following turn the Shrine of the Champion showed up as a building I could build in my cities. The Civilopedia says that the Shrine of the Champion can be built only after your civilization's hero is killed, so it shouldn't have been available after the death of a religious hero or Duin, right? It should be available only if Maros is killed, in the case of the Khazad, no?

SVN Revision 355.

Active modules are the following: Advanced Workers, Black Duke, Churel, Crime Balance Test, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Lizard Art, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare.
 
Getting a repeatable CtD at the end of this turn.

SVN Revision 355.

Active modules are the following: Advanced Workers, Black Duke, Churel, Crime Balance Test, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Lizard Art, Magister Ashes, MOM Buildings, More Events, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare.
 

Attachments

Back
Top Bottom