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

Python exception, screenshot attached.

SVN Revision 370.

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


Screenshot (387).png
 
Python exception, screenshot attached.

SVN Revision 370.

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



Screenshot (388).png
 
Something I don't think I've seen before. Several of my cities, all of which are connected to my trade network, do not have access to my civilization's resources. I've attached screenshots of the city screens, plus a saved game. I don't know exactly when it started, I noticed it when I couldn't have Horse Archers and Chariots in my build queue, even though I have horses, and when I couldn't upgrade some of my Carracks (the ones near those particular cities) to Frigates, although I have mithril.

SVN Revision 370.

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


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Attachments

  • Nor'easter Turn_0393.CivBeyondSwordSave
    1.1 MB · Views: 2
hmmm someone else reported that. I might have broken something when i added the ability for buildings with airlift to join the trade network. I'll look into it

If it helps, the four cities with no access to resources do not have Obsidian Gates. Strangely, my cities of Gostai and Grendahl, which also don't have Obsidian Gates, do have access to the resources.
 
If it helps, the four cities with no access to resources do not have Obsidian Gates. Strangely, my cities of Gostai and Grendahl, which also don't have Obsidian Gates, do have access to the resources.

Just to round this out, after I built Obsidian Gates in the four cities in question, those cities still did not have access to resources, so maybe that wasn't the issue.
 

Another CIV ranking, this time one of my favorites, the Elohim.

Rankings explained​


RankingDescription
+/-Above or below the given rating, but not enough to change it
SSBroken and way above the power curve
SAbove the power curve
AOn top of the power curve
BAverage
CBelow average
DWell below average
FUnusable

Civilization: Elohim

Known bugs:
None Elohim related, but aiming at Luanator Tower victory might be buggy as buildings in your city might disappear randomly like the towers. This seems to be a phyton bug, might be avoided maybe when you don ´t have your city at border to another civ and other cities of yours around it to prevent building loss. If you lose Luanator towers you can ´t rebuilt them, only take them back with worldbuilder.

Introduction:
The Elohim are a good assigned Civ that are the keepers of ancient wisdom. Their race threat give them a -1 malus to strenght when leaving borders, what is a great debuff. So Elohim are meant as a peaceful Civ that aims for a culture victory or Luanator Towers. They are also keepers of sacred places, so when you are able to get one of the places in your city culture range, all units get some unique abilities, for example beats slaying promotion etc. These Bonis are not gamebreaking but some of them are really nice to have. Also there are some buildings that give additional science so you can see Elohim are a more a builder Civ. As most other civs are evil, you shall always make sure, you ´ve enough units to protect your borders, the AI hates the Elohim. Einion is imho the best of their leaders with the bonus to greater person what makes it easier to get prophets and build the luanator towers that also give disciple units some experience. Kilmorph and the order are good religions to pick, the order gives free crusaders/acolythes when conquer a city or spread relgion, kilmorph is always a good pick for good civs for gold and production. Also Elohim tend to be a civ that aims for the disciple unit path cause of luanator and their special unit the monk.
Strength and weak points:
As disciple units are not the best line in the game, the monk has a 5/6 Strenght but comes with priesthood technology what is not an early one to pick, also monks can ´t be upgraded to better units, so they are kinda support units but not good to build them on masses imho. Also the strength debuff when leaving your borders is a pain in the brain, I had the bad luck to have Illians as neighbours and wasn ´t able to conquer theit cities so they declared war on me again and again, built wonders and also outsmart me in technology science for a while, it was frustrating, luky me got this invisible mask and put it on Valin so I was able to destroy their mines and so on at least. I was forced to kill their raid attempts in my borders, so I had a really bad time in my game, without a captured ice dragon I might have lost to them. The keepers of sacred places is nice when you can get some of them but imho it really isn´t enough to negiate the -1 Strength Malus. Also the disciple unit miss somekind of a strong units later on, as said I would go for the order relegion to have cruasaders at least but they are late units.

Religion:
As seen above, I appreciate the order as religion for Elohim, the disadvantage is, that the order is a late relgion so it ´s harder to spread it and convince other civs to take it as their religion, also you might have trouble with civs that have ashen veil, summon mercurians shall always be a main goal for Elohim. You get crusaders with order, and they might be the best disciple units later on, but it might be hard to survive that long.

Conclusion:
Even though the Elohim are not the best Civ I like to play them lorewise, it ´s nice to capture these sacred places and get some free promotions out of it, they are a civ that is for made for peacefully build game but prepare to get ambushed by AI. I wish it would be more rewarding to aim the disciple tech tree. Some things not fitting well together with the Elohim, there are many civs that are stronger and better suited to rule Erebus, but to be ruler of the world might not be a monk mantra, right? If forced to play the peaceful monk way, it would be nice to have a bit more benefit from it.

Ranking:
I give the Elohim a D+ Ranking, they struggle with their disciple unit aim and have weak units at all, their hero is a weak caster that is not a disciple unit and in another tech path, also his ability to force freedom can only be used once and kills the caster. The world spell to close your borders for 30 rounds is medicore, if you ´re forced to use it, your problems might not be vanished after the 30 rounds though. As said the strenghth debuff when leaving your borders makes it kinda hard to raid cities, but sometimes you ´ve to make war and not peace and in that case the Elohim are very limited.

Ideas for Improvement:
- Monks shall be earlier available to get the Elohim a better start, as they struggle there very much maybe monks avaialble with mysticism technology early on might be good ( I ´m not sure, but I think we got monks available once with mysticism earlier on, or I ´m wrong?)
- Make monks stronger the 5/6 is not good enough imho, maybe access to bronze, iron and mithril weapons, also it would be nice to get them upgraded into another disciple unit as they are worthless in endgame as they are not strong enough
- Elohim should have more speacial disciple units available to them, to make it more rewarding when chosing this path, maybe holy archers for example so you can better defend your cities?

 
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I love this analysis ... i'm gonna have to find the others that you did.
Just recently I played an Elohim game (its been YEARS)
and I can concure.
-1 str out of borders is ultra nerfing... because in Civ, you NEED to find ways to occupy terrain... (Especially with "fortification" ON, you can't just culture-bomb the barb spawn points and then attack them when in your culture;.. they have their own resistant culture.)
- the monks are weak (already in vanilla at 5 they are mostly useless : weaker than ranger, weaker than bronze champ, more expensive than iron swords).
- the keepers are GooD .. BUT.. one is too weak (volcanoe's +1C on jungles... who keep jungles ?) and only one is strong : Sirona.. if you have the shrine of sirona, Elohim is Golden... (this balances out the -1 att str). if you don't, or have less than 0-1-2 other world improvement in your early empire.. then it sucks.

no idea what, but some things need to change IMO, because despite the "Keeper" semi-traits, they are now weaker than vanilla.
 
Getting what appears to be a repeatable CtD when I hit "Enter" at the end of this turn. Saved game attached.

SVN Revision 370.

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

Attachments

  • Nor'easter Turn_0457.CivBeyondSwordSave
    1.5 MB · Views: 1
what is "magister ashes" ??
any way to get access to your whole lot of modules ?
 
@Calavente , if your questions are addressed to me, I honestly don't remember what the Magister Ashes modules does. I think it's active by default, so I just left it active. And I'm sure when it was first added to the mod I read what it did and decided that I liked it, but I don't remember now.

You can find the whole list of modules using the AoE Launcher. There's a "Manage Modules" button, which brings up the whole list of modules. You can right-click on each module and decide which ones to activate and which ones to disable.

Hope that's helpful.
 
Python exception, screenshot attached.

SVN Revision 370.

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



Screenshot (394).png
 
Python exception, screenshot attached.

SVN Revision 370.

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

Screenshot (395).png
 
So again, not every city has access to every resource I have. Inishbofin is the worst, but some other cities don't have access to everything either.

Also, I've built The Nexus as well as several Obsidian Gates but the option to teleport units doesn't show up.

Save game attached.

SVN Revision 370.

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

Attachments

  • Nor'easter Turn_0479.CivBeyondSwordSave
    1.5 MB · Views: 2
Getting what appears to be a repeatable CtD when I hit "Enter" at the end of this turn.

Also, it's not just Inishbofin but also Cafes that has no access to resources, despite being connected to my trade network. I don't know if it's related, but both cities are generating zero GP points.

Saved game attached.

SVN Revision 370.

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

Attachments

  • Nor'easter Turn_0515.CivBeyondSwordSave
    1.7 MB · Views: 2
Getting what appears to be a repeatable CtD when I hit "Enter" at the end of this turn.

Also, it's not just Inishbofin but also Cafes that has no access to resources, despite being connected to my trade network. I don't know if it's related, but both cities are generating zero GP points.

Saved game attached.

SVN Revision 370.

Active modules are the following: Advanced Workers, Animal Lairs, Anscarca, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Goblin, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, Sidar Wanes, Watering the Flames.
if you want to check the discord, i've put a dll file that should fix the resource issue ( i'm waiting for more feedback on it before commiting it properly) ( i cannot upload dll files on the forum directly...)
 
if you want to check the discord, i've put a dll file that should fix the resource issue ( i'm waiting for more feedback on it before commiting it properly) ( i cannot upload dll files on the forum directly...)

Which folder would that go in? There are several folders that have a file called CvGameCoreDLL, so I don't want to put it in the wrong one. Also, please let me know if this should replace the existing CvGameCoreDLL file in whichever folder I put it in. Thanks.
 
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