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

Maybe Abaddon's graphics need adjusting, to make him a bit smaller on screen.

Also, a python exception, screenshot attached.

SVN Revision 377.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Saila the Everchanging, Flight of Drakes, Fortifications, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, RifE More Events, More Goodies, New Traits, Keepers of Noggormotha, PPQ Effects, PPQ's Unit Models, PPQ's Unit Models-Naval, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.

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Python exception, screenshot attached.

SVN Revision 377.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Saila the Everchanging, Flight of Drakes, Fortifications, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, RifE More Events, More Goodies, New Traits, Keepers of Noggormotha, PPQ Effects, PPQ's Unit Models, PPQ's Unit Models-Naval, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.

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Hi.

Testing this mod out I have found that when losing a city I previously captured results in a loss of all UI interaction in ALL my cities, I can no longer change what to build, set great people, change name, or do anything other than change which plots they are working on.
Even going into Worldbuilder to remove the city, or give it back to the original owners, results in the same bug.

Is this a known bug and is there a fix for it?

Regards, Jay
 
Hi.

Testing this mod out I have found that when losing a city I previously captured results in a loss of all UI interaction in ALL my cities, I can no longer change what to build, set great people, change name, or do anything other than change which plots they are working on.
Even going into Worldbuilder to remove the city, or give it back to the original owners, results in the same bug.

Is this a known bug and is there a fix for it?

Regards, Jay
yeah, it's a bug with the latest version. it'll be fixed for next, but here's a quickfix. put the file in the attached zip in the mod folder in Assets/python/screens/
 

Attachments

Python exception, screenshot attached, leading to a CtD. Saved game attached, just hit "Enter."

SVN Revision 377.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Saila the Everchanging, Flight of Drakes, Fortifications, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, RifE More Events, More Goodies, New Traits, Keepers of Noggormotha, PPQ Effects, PPQ's Unit Models, PPQ's Unit Models-Naval, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.

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Attachments

Playing as the Elohim and encountering some unexpected issues with the Verdandi. Main problem is that Elohim Champions can't upgrade to Verdandis, only Immortals and Paladins. Elohim Pikemen can upgrade to Phalanxes only. So none of the Elohim Melee or Defensive Melee Units can upgrade to Verdandis.

Also, I had two Barbarian cities flip to me culturally and the unit I received defending the place was a Verdandi instead of the usual Arquebus or Longbowman (or maybe now it's supposed to be a Pikeman, I don't know).

I'm inclined to think this isn't right, but maybe I'm wrong and it's working as intended.

SVN Revision 377.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Saila the Everchanging, Flight of Drakes, Fortifications, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, RifE More Events, More Goodies, New Traits, Keepers of Noggormotha, PPQ Effects, PPQ's Unit Models, PPQ's Unit Models-Naval, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.
 
Playing as the Elohim and encountering some unexpected issues with the Verdandi. Main problem is that Elohim Champions can't upgrade to Verdandis, only Immortals and Paladins. Elohim Pikemen can upgrade to Phalanxes only. So none of the Elohim Melee or Defensive Melee Units can upgrade to Verdandis.

Also, I had two Barbarian cities flip to me culturally and the unit I received defending the place was a Verdandi instead of the usual Arquebus or Longbowman (or maybe now it's supposed to be a Pikeman, I don't know).

I'm inclined to think this isn't right, but maybe I'm wrong and it's working as intended.

SVN Revision 377.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Saila the Everchanging, Flight of Drakes, Fortifications, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, RifE More Events, More Goodies, New Traits, Keepers of Noggormotha, PPQ Effects, PPQ's Unit Models, PPQ's Unit Models-Naval, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.
Okay, a little more on this.

The Verdandi is a Phalanx replacement for the Doviello. If I'm reading the tech tree and Civilopedia right, for the Elohim the Verdandi is supposed to be a replacement for the Berserker, but the game treats it as a Phalanx replacement for the Elohim. The Elohim can still build Phalanxes, but the total combined number of Verdandis and Phalanxes they can build is four.

So the question is whether the Verdandi should remain a Phalanx replacement for the Elohim, in which case the Elohim should be blocked from building Phalanxes, I would think. If instead they're a Berserker replacement for the Elohim (the Elohim can't build Berserkers), then they should still be able to build Phalanxes. And whether they're a Phalanx or Berserker replacement would determine whether they upgrade from Pikemen or Champions, respectively.

Or if the Elohim are going to get a Berserker replacement, maybe use the Circle of Urd instead of the Verdandi, although that doesn't fit as well with their defensive orientation.

I also started wondering, if the Elohim have either Verdandis or Circles of Urd (or both?), should they have to build them from scratch and not be able to upgrade them from lower-tier units. I remember a comment a while back that the Elohim having access to these kinds of units is supposed to recall the Byzantine Empire's Varangian Guard, Norsemen who had come to serve the Emperor. So maybe they're supposed to be Doviello who've come to fight for the Elohim and thus not upgradeable from "native" Elohim units. Although if they're Doviello units they'd have to start with the Winterborn promotion, right?

I don't know, maybe I'm getting too complicated here, I just had a bunch of thoughts on this, that's all.
 
Python exception, screenshot attached.

SVN Revision 377.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Saila the Everchanging, Flight of Drakes, Fortifications, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, RifE More Events, More Goodies, New Traits, Keepers of Noggormotha, PPQ Effects, PPQ's Unit Models, PPQ's Unit Models-Naval, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.


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Playing as the Luchuirp and my Golem units gain XP but of course can't get promotions (other than Empower I-V as Barnaxus levels up with Combat I-V). So they probably shouldn't be able to gain XP, unless the plan is to allow them to obtain other promotions as well.

Separately, as in the attached screenshot, I sometimes see a Unique Feature appear on an isolated one-tile island, making it pretty useless. (I always play on a Large Tectonics Map with 60% Water and All Unique Features.) Is there a way to program the Unique Features to *not* appear on one-tile islands?

SVN Revision 377.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Saila the Everchanging, Flight of Drakes, Fortifications, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, RifE More Events, More Goodies, New Traits, Keepers of Noggormotha, PPQ Effects, PPQ's Unit Models, PPQ's Unit Models-Naval, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.



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Playing as the Luchuirp and my Golem units gain XP but of course can't get promotions (other than Empower I-V as Barnaxus levels up with Combat I-V). So they probably shouldn't be able to gain XP, unless the plan is to allow them to obtain other promotions as well.

Separately, as in the attached screenshot, I sometimes see a Unique Feature appear on an isolated one-tile island, making it pretty useless. (I always play on a Large Tectonics Map with 60% Water and All Unique Features.) Is there a way to program the Unique Features to *not* appear on one-tile islands?

SVN Revision 377.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Saila the Everchanging, Flight of Drakes, Fortifications, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, RifE More Events, More Goodies, New Traits, Keepers of Noggormotha, PPQ Effects, PPQ's Unit Models, PPQ's Unit Models-Naval, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.



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whoever coded the "golem not learning" thing decided to go the way of blocking them from promotions, not exp. it's not great but it's been that way for a while. it's something i might look at at some point, but not a priority.

for the map stuff, i'm not familiar enough with the code at the moment to fix that, but i'm starting to look into it.

And, while i'm at it, for the Verdandi, the idea was indeed that the same unit fill two different spots in the two civs, Phalanx for the Doviello ( since they're the "calmest" of doviello troops) and Berserker for the Elohim ( since even a calm doviello is wilder than the whole of elohim military). I've tried to make it work but the system is still a bit glitchy
 
On a completely different subject, what does the Order of the Night Blades do besides increasing the Crime Rate and modifying your alignment? There's no entry for it in the Civilopedia under "Buildings." Is it supposed to be involved in events in some way? Either causing events or being an option in how to deal with events?
 
it's indeed from an event and can cause further events. mains effect is giving a bonus promotion to built assassins in the city ( from memory, poison str and city attack)

I know it's one of the choices for a particular event, I just wasn't sure what it did besides affecting player alignment and the crime rate. I don't think I've seen it in further events after I've chosen to get it in a particular city, but will keep an eye out from now on. And thanks for the explanation. A 'pedia entry might be helpful.
 
I know it's one of the choices for a particular event, I just wasn't sure what it did besides affecting player alignment and the crime rate. I don't think I've seen it in further events after I've chosen to get it in a particular city, but will keep an eye out from now on. And thanks for the explanation. A 'pedia entry might be helpful.

Okay, so I checked one of my Assassins built in a city containing an Order of the Night Blades and he had the Dark Order Blades promotion, which grants +1 Poison and +50% City Attack. Again, I think a 'pedia entry for the building would be helpful.
 
In my most recent game, when I finally ended up with a MAF error and the game exiting, a window popped up with the following message: "r6025 pure virtual function call."

Unfortunately I wasn't able to recreate the issue: I reloaded the last Autosave but was able to play through to the following turn, so this may not be helpful, but I thought I should report it.

SVN Revision 377.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Saila the Everchanging, Flight of Drakes, Fortifications, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, RifE More Events, More Goodies, New Traits, Keepers of Noggormotha, PPQ Effects, PPQ's Unit Models, PPQ's Unit Models-Naval, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.
 
Speaking of MAF errors, how much is all the new content taxing the system memory? It might be worth considering whether all of the new changes are necessary, or whether there might be simpler ways to get to the same objective.

One example that comes to mind is the Ljosalfar Expansion module. I like some of what was done, e.g., having non-Archery units be able to do an Archery-style bombard attack. On the other hand, replacing Warriors, Archers, and Longbowmen with Defenders, Guardians, and Wardens seems unnecessary. Let's leave aside that Elves not having archers sounds strange (yes, I know they have an Archery line, but still, I'm not sure the unit names make sense). But wouldn't it have been simpler to keep the regular units and just give them additional abilities for the Ljosalfar? For example, have Ljosalfar Archery units start with Drill I, or have the Dexterous promotion grant some additional benefits, such as 1-2 first strikes. It's not identical to what the module has done, but gives similar benefits.

I'm not a programmer, so I don't know if one or the other approach is less memory-intensive. It just strikes me that not every civ needs multiple UUs, and that it might be simpler to simply have specific units for a given civ start with some additional promotions as opposed to creating new UUs.

I understand that this is a matter of opinion and taste, of course. If that's the direction the mod is going to take, then okay. Just please don't merge too many of the modules, including the Ljosalfar Expansion module, into the main mod. The more I think about it, I think in general leaving things in modules might be a good approach, to accommodate players' varying preferences.

Sorry, that was long, but thanks for always being open to players' opinions.
 
making a new uu is actually less intensive for the game than a new promotion.
not by a lot though we could probably gain a bit of additional long-game stability by cutting the number of promotions by a noticeable number

i'd like to do a review ofptomotions sometimes.
There's stuff regarding data storage that i do need to take a look at first though, which could impact MAF a bit.

cleaning up the art file is also part of helping with late game stability.




For modules, the general policy is :

- Active modules are modules work with my current vision of what the game could/should be

-Inactive modules either don't match that vision (totally or partly) ( RemoveToads) or aren't in a state that i consider satisfying enough to be permanently active ( Churel).

As for the merging part, i avoid merging any modules that's not mine already or abandonned, and only if it's a regularly active one. So LE in its current state is not gonna happen ^^


On that specific module, my original intent for it was a very small thing, giving archery unitcombat to the recon line. Someone else then took it and expanded on it, not necessarily in ways that i'd have done ^^
 
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I wasn't suggesting adding new promotions, just having units, where it makes sense, start with promotions that are already in the game. Ljosalfar Archers and Longbowmen could start with Drill I, for example. Or an existing promotion, such as Dexterous, could grant 1-2 first strikes. I'm talking about the Ljosalfar because that module is what triggered this. And it got me wondering whether that would demand less memory than giving them a bunch of new UUs.

The more I think about that module in particular, I think my issue was more aesthetic than substantive. I don't mind the new abilities and even the units, I just really didn't like the names Defender, Guardian, and Warden. Matter of taste and opinion, I know. You could call the Ljosalfar Archer replacement a Bowman, maybe. And the Longbowman replacement Strongbow? After Beleg Strongbow from the Silmarillion. No idea what to call the Elven Warrior UU.

And again, it was the larger issue of whether new UUs take up too much memory as opposed to having existing units start with a promotion or two or having an existing promotion grant some more abilities.
 
I wasn't suggesting adding new promotions, just having units, where it makes sense, start with promotions that are already in the game. Ljosalfar Archers and Longbowmen could start with Drill I, for example. Or an existing promotion, such as Dexterous, could grant 1-2 first strikes. I'm talking about the Ljosalfar because that module is what triggered this. And it got me wondering whether that would demand less memory than giving them a bunch of new UUs.

The more I think about that module in particular, I think my issue was more aesthetic than substantive. I don't mind the new abilities and even the units, I just really didn't like the names Defender, Guardian, and Warden. Matter of taste and opinion, I know. You could call the Ljosalfar Archer replacement a Bowman, maybe. And the Longbowman replacement Strongbow? After Beleg Strongbow from the Silmarillion. No idea what to call the Elven Warrior UU.

And again, it was the larger issue of whether new UUs take up too much memory as opposed to having existing units start with a promotion or two or having an existing promotion grant some more abilities.
to give a bit more context on the memory side of things,

new xml entries cost barely anything in terms of memory since they're only stored once.

What matters is the dynamic elements of the game (the actual units, cities, players , as opposed to the blueprints from the xml).

those dynamic entries have a slightly larger memory cost, since they need to keep every stat on hand. One particular case is that units keep a full array of "true/false" values of the size of promotions ( that tells the game whether the unit has the promotion). The real memory cost is that those are duplicated for each active unit in the game. So each time you add a new promotion to the xml , the data from every unit becomes slightly larger. it's barely anything on one unit, but could start to amount to something across all units and given enough promotion added.
 
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