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

Playing as the Luchuirp with Gimil as the Leader. Gimil has the Craftsmaster Trait, which is an Emergent Trait. The 'pedia entries for Craftsmater Level 1 and Craftsmaster Level 3 are the same, saying that they grant the Mobility promotion to all Golem units. Presumably a bug. Is the intention that Craftsmaster Level 1 gives Mobility I and Craftsmater Level 3 gives Mobility II? Or something else altogether? Mobility II seems like a relatively small benefit for leveling up the Trait to Level 3, no?

Separately, I'm wondering if some changes to Barnaxus might make sense. Right now once you get him to the Combat V promotion your safest approach is to stash him away in a city far from the front and not risk him in further combat, since you don't get any benefit from leveling him up further and having him acquire further promotions. Maybe allow any further promotions Barnaxus acquires to also be granted to the Luchuiirp's Golems, so he has something to do in the mid to late game -- although that could be overpowered, having hordes of Golems with promotinos beyond Empower I-V, I don't know.
Gimil is definitely not finished ^^ As for the barnaxus thing, i do agree with both the need to make it more relevant and the risk that it could become overpowered. It's been on my mind for a while, without a solution so far.
 
A couple of python exceptions, screenshots attached.

SVN Revision 364.

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

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A pair of python exceptions, screenshots attached.

SVN Revision 364.

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


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Playing as the Illians with Riuros as Leader. Unlike when I had Raitlor as Leader, I was able to complete The Draw, which caused me to declare war on everyone. Then I completed Ascension, but no Auric Ascended.

If Auric is the only Illian Leader who can receive Auric Ascended after completing the Ascension Ritual, then it probably makes sense to block all the other Illian Leaders, not just Raitlor, from being able to complete The Draw, since they don't benefit from it, and leave that available only for Auric as Leader.

SVN Revision 364.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.
 
Playing as the Illians with Riuros as Leader. Unlike when I had Raitlor as Leader, I was able to complete The Draw, which caused me to declare war on everyone. Then I completed Ascension, but no Auric Ascended.

If Auric is the only Illian Leader who can receive Auric Ascended after completing the Ascension Ritual, then it probably makes sense to block all the other Illian Leaders, not just Raitlor, from being able to complete The Draw, since they don't benefit from it, and leave that available only for Auric as Leader.
hmmm, no Riuros and the other priests should be able to get Auric Ascended. I'll check, Thanks for the report.
 
Playing as the Doviello with Duin as the Leader. Since Duin can't research religious techs, the Doviello under Duin can't build Temples, so are lacking in Culture. They also lack a Tier 1 Disciple unit that can quickly pacify a conquered city with Duin as Leader. I don't know how easy it is to program, but it might make sense to give the Doviello some culture-expanding buildings and a Tier 1 Disciple unit that they can build only with Duin as their Leader. I don't know what the buildings or unit would be called.

Another possibility, if it can be programmed, would be to allow Duin to research the religious techs so he can build Temples and Tier 1 Disciple units, but block him from adopting a state religion.

SVN Revision 364.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.
 
One other issue with the Doviello is that their cities don't spawn lions or tigers, making it difficult for them to build Lion Savannas or Tiger Mangroves, and thus making it difficult to build their UB National Wonder, the Bioreserve. Two of their leaders can't adopt a state religion, so they can't adopt FoL and get Tigers that way. And anyway, they still don't get Lions until they get Level 5 Recon unit who can cast Kindred Spirits and who can find a nearby Lion. I'm not sure that building your UB National Wonder and the other UBS that require the Grove should be that difficult.

SVN Revision 364.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.
 
Has Hell Terrain been changed? The 'pedia says that Hell Terrain starts when Hyborem enters the world, but in my current game Hell Terrain started earlier. I'm playing as the Sheaim and founded and adopted Ashen Veil, but I don't remember exactly when the Hell Terrain started, definitely well before I researched Infernal Pact. So either the 'pedia needs to be updated or Hell Terrain needs to go back to the earlier mechanism.

SVN Revision 364.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.
 
Has Hell Terrain been changed? The 'pedia says that Hell Terrain starts when Hyborem enters the world, but in my current game Hell Terrain started earlier. I'm playing as the Sheaim and founded and adopted Ashen Veil, but I don't remember exactly when the Hell Terrain started, definitely well before I researched Infernal Pact. So either the 'pedia needs to be updated or Hell Terrain needs to go back to the earlier mechanism.

SVN Revision 364.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.
yeah, it's a pedia issue. hasn't been changed in years
 
Python exception, screenshot attached.

SVN Revision 364.

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


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Playing as the Mekara Order with Iram Damarr as Leader and I'm able to build Caretakers, although the Civilopedia says that only Zaria Scheras, with the Caretaker Trait, can build Caretakers. I can't build Caretaker Matrons, so that part is working as described in the 'pedia.

SVN Revision 364.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.
 
I've mentioned this before, but just a reminder that the Chislev could use a Tier 1 Disciple Unit, a UU, to do a +20 culture burst and pacify a conquered city. They can research religious techs but can't build Temples, so can't build any Tier 1 Disciple Units. I think I suggested calling the UU a Story Teller, but I'm sure there are other possibilities.
 
Gimil is definitely not finished ^^ As for the barnaxus thing, i do agree with both the need to make it more relevant and the risk that it could become overpowered. It's been on my mind for a while, without a solution so far.
I don't normally comment here, but you could give Golems promotions /bonus based on Barnaxus' level/xp instead - e.g. Empower I-V for levels 1-5, and something else for level 6 etc.
 
I don't normally comment here, but you could give Golems promotions /bonus based on Barnaxus' level/xp instead - e.g. Empower I-V for levels 1-5, and something else for level 6 etc.
That's an interesting idea, and would be easier to manage than the current system. I'm also playing with giving him Commanding abilities for Golems
 
Python exception, screenshot attached.

SVN Revision 364.

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



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Getting a repeatable CtD right before this turn ends. I was able to save a game from immediately before I took an action with my final unit that the system cycled through, the Awakened in Avitas. I tried sending him to a different city, or fortifying him in Avitas, or just hitting the space bar to wait, and the game subsequently crashed.

Also, early in the game when I founded my second city, Saecati, I received an immobile City Guard there. I thought maybe the Scions might get City Guards in all their cities, but that was the only one.

SVN Revision 364.

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

Attachments

Getting a repeatable CtD right before this turn ends. I was able to save a game from immediately before I took an action with my final unit that the system cycled through, the Awakened in Avitas. I tried sending him to a different city, or fortifying him in Avitas, or just hitting the space bar to wait, and the game subsequently crashed.

Also, early in the game when I founded my second city, Saecati, I received an immobile City Guard there. I thought maybe the Scions might get City Guards in all their cities, but that was the only one.

SVN Revision 364.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Hamstalfar, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.
for the City guards, you get one in any new city as long as you have Despotism.
I'll check the save, thanks for the report
 
for the City guards, you get one in any new city as long as you have Despotism.
I'll check the save, thanks for the report
Ah, okay.

I typically switch to God King really early, before I've even founded my second city, so hadn't picked up on that about the City Guards. And I hadn't played as the Scions since the City Guard module was added. With the Scions, of course, I got an Awakened early on and founded a second city much earlier than I usually do.
 
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