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

SVN 375 Default modules + Dao
When a werewolf unit carrying Mokka's Cauldron attacks an enemy unit it can simultaneously create a normal werewolf unit and a demon equivalent.
The (Mechanical) Knight shewn in the snapshot below gets experience for destroying units but cannot use it.
Civ4ScreenShot0010.JPG
 
SVN 375 Default modules + Dao
When a werewolf unit carrying Mokka's Cauldron attacks an enemy unit it can simultaneously create a normal werewolf unit and a demon equivalent.
The (Mechanical) Knight shewn in the snapshot below gets experience for destroying units but cannot use it.
View attachment 716081
The mechanical knight is intended. It works like golems
 
Getting an apparent repeatable CtD when I hit "Enter."

SVN Revision 375.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Goblin, Hamstalfar, Important Leaders, Jotnar, 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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My game randomly crashes - I am not tech literate as most, can someone explain how I upload the issue here to see why it's crashing? I am in mid-game and not had any issues. I hear the declare war horn and then it crashes, every time no matter how many times i reload or do something differently
 
My game randomly crashes - I am not tech literate as most, can someone explain how I upload the issue here to see why it's crashing? I am in mid-game and not had any issues. I hear the declare war horn and then it crashes, every time no matter how many times i reload or do something differently
i'd need your save file to look for the bug. you can find it in Documents/My Games/Beyond the Sword/ Saves.
i'd also need the list of modules you use ( if you don't know what i mean, you're using the default one ^^)
 
Is Odio now completely unkillable? And if so, is that the intention?

My experience in earlier SVN Revisions was that Odio would be reborn only the first time he was killed, but if he was killed again after that it would be permanent.

SVN Revision 375.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Goblin, Hamstalfar, Important Leaders, Jotnar, 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.
 
Is Odio now completely unkillable? And if so, is that the intention?

My experience in earlier SVN Revisions was that Odio would be reborn only the first time he was killed, but if he was killed again after that it would be permanent.

SVN Revision 375.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Goblin, Hamstalfar, Important Leaders, Jotnar, 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.
He should only resurrect once by default yeah. Will check
 
Getting a repeatable CtD at the end of this turn.

SVN Revision 375.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Goblin, Hamstalfar, Important Leaders, Jotnar, 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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Something strange happening with Great Persons for the Dao. Negative 26 turns (!) until the next GP in Wuxing. (I haven't seen this with other civilizations.) Two screenshots attached, plus a saved game.

SVN Revision 375.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Goblin, Hamstalfar, Important Leaders, Jotnar, 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 (12).png
Screenshot (11).png
 

Attachments

Something strange happening with Great Persons for the Dao. Negative 26 turns (!) until the next GP in Wuxing. (I haven't seen this with other civilizations.) Two screenshots attached, plus a saved game.

SVN Revision 375.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Goblin, Hamstalfar, Important Leaders, Jotnar, 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.


View attachment 718853View attachment 718852
that one is semi-intended ( i need a better display for it mostly). You're gaining gpp from a "neutral gpp" source ( Most gpp coming from units are of that kind, they're not linked to a specific type of Great People). Since you never had a "colored gpp", the amount accumulates until you do. if you assign any specialist to that city, you'll immediately get a great person of the same type.
 
Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Goblin, Hamstalfar, Important Leaders, Jotnar, 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.
That is many modules I do not seem to have. How to get them?
 
Both of the Dao's Leaders are Agnostic, so can't research religious techs, which means they can't build religious temples, resulting in two issues, as I see them:

1) They lack a Tier 1 Disciple unit than can do a +20 culture burst to quickly pacify a captured city. Easiest solution would be to give them a Tier 1 Disciple Unit, maybe buildable after building a Temple of the Elements, and upgradable to a Hermit. Not sure what to call it, but if you go with the old titles from AD&D (FfH2 was based on Kael's old D&D campaign), could call it something like Novice or Initiate.

2) They can't build the religious temples -- Order, Empyrean, Kilmorph, White Hand -- that reduce Crime. I think the simplest solution would be to have the Temple of the Elements and the various elemental shrines reduce crime, maybe -10 for the Temple of the Elements and -5 for each of the elemental Shrines. Could also have the Calligraphy House grant a small crime reduction as well, maybe -2.
 
One other thing with the Dao is that Ninjas are classified as Recon units, but since they're the Assassin replacement, they should probably be Rogue units.
 
This is a bit of a longshot but here goes nothing....


Is there anything in this mod installer or the launcher that could made changes that would cause problems with other mods?


I've noticed that Ashes has messed up my game settings (reset them to default) a couple of times and now I'm having problems logging into a new Pitboss game using a completely different mod (RtR 6.1.0.5). The host isn't properly recognizing the version of the mod we're using for the Pitboss game. None of the other players have had problems, and we've been through a few troubleshooting steps already (see post #105 and following in this thread: https://www.realmsbeyond.net/forums/showthread.php?tid=11301&page=11 ).

AFAIK the only thing I've changed since my last Pitboss game is installing Ashes of Erebus. As I mentioned, this is a bit of a longshot and the issue may be something else but I figured it would be worth a shot to ask as I haven't made any other changes to my Civ 4 install other than installing AofE :)


EDIT: Nevermind. We found the problem. :)

Tip: Never, ever put anything in your "My Games\BTS\MODS" folder. Even if you have a copy of the mod in your Program Files directory.
 
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Hello. I talked about this on the discord but in short my game kept crashing when i ended turn, until I deleted the grigori from the game via Worldbuilder. I was using the standard modules the mod comes with, didn't change anything. I'm not sure which unit was causing the problem but in case anyone wants to check, here is my save file. Fun mod btw! Keep up the good work.
 

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Python exception, screenshot attached.

SVN Revision 375.

Active modules are the following: Advanced Workers, Animal Lairs, Arachnophobia, Bannor Expansion, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Everchanging, Flight of Drakes, Fortifications, Frozen, Goblin, Hamstalfar, Important Leaders, Jotnar, 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 (13).png
 
I'm encountering a small problem with the Foreign Advisor screen in my current game. When I click on "Info" it shows zero commerce from trade with Duke Sallos of the Infernals, but the city screen for one of my cities shows that that particular city has trade routes with five Infernal cities. Screenshots attached.

SVN Revision 375.

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

Screenshot (14).png
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I'm not sure I understand why the Ljosalfar and Svartalfar were changed to Ljosalfheimr and Svartalfheimr. Ljosalfar and Svartalfar are the names of the civilizations themselves. Ljosalfheim(r) -- or Alfheim(r) -- and Svartalfheim(r) are the Old Norse names for the realms where they live: "home of the light elves" and "home of the dark elves," respectively. I don't think there are any other civilizations named for their countries, unless that's the plan for all civs going forward. It was just a bit jarring, since they've been known as the Ljosalfar and Svartalfar since the early days of FfH2.

If the plan is to change all the civs' names to the names of their countries, then okay, I understand starting with the easy ones.

There was a thread a long time ago asking about the adjectival and national forms for each civ, if that would be of interest:

 
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