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

Sorry for the consecutive posts, but hope they're helpful.

Another repeatable CtD at the end of the turn.

SVN Revision 379.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Saild the Everchanging, Flight of Drakes, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, RifE More Events, More Fortifications, 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 Sidar in my current game. The Sidar Ghost UU is a replacement for the Assassin, so I believe it's supposed to be classified as a Rogue unit, not a Recon unit. As a Rogue unit it won't need the Secondary Rogue promotion any more, right?

SVN Revision 379.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Saild the Everchanging, Flight of Drakes, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, RifE More Events, More Fortifications, 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 Sidar in my current game. The Sidar Ghost UU is a replacement for the Assassin, so I believe it's supposed to be classified as a Rogue unit, not a Recon unit. As a Rogue unit it won't need the Secondary Rogue promotion any more, right?

SVN Revision 379.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Saild the Everchanging, Flight of Drakes, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, RifE More Events, More Fortifications, 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.

One other thing on the Sidar. The Divided Soul is a Hunter replacement, and just as Hunters used to be upgradable to either Assassins or Rangers, the Divided Soul can upgrade to either a Ghost (the Sidar Assassin replacement, which shoud become a Rogue unit instead of Recon) or a Ranger. I kind of like this, actually, the opportunity for your recon line -- Rangers, Beastmasters, -- to have the Soul Divider promotion.

The alternative would be to make the Divided Soul a Thief replacement, so the Sidar would probably need to be able to build the Thieves' Den and Thieves' Guild. And then just let them build regular Hunters, upgradable to Rangers but not Ghosts.

Or flip that around, keep the Divided Soul as a Hunter replacement, upgradable to Rangers, and let the Sider build Thieves, upgradable to Ghosts.

Again, I kind of like how it is now, but was just thinking through the possibilities.
 
Okay. As I said, I just assumed it was an upgrade from a priest unit that had attained level 6, but I'll wait to see what you do.

On another note, I had something strange happen with Acheron in my latest game. I sank a Barbarian Galleon that had come close to my territory and a notification popped up that Acheron had been killed, with an arrow pointing to that tile where the Galleon had been. That was an easy way to kill him and leave his city open to capture, but not what I was expecting and not what I think is supposed to happen, I don't think he's supposed to be able to board ships and go attack other continents. Classic dragon behavior from fantasy, as I recall, is to defend his hoarded treasure, which is why he's leashed.

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, Everchanging, Flight of Drakes, Fortifications, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.
Fixed this for later version, leashed units can't board ships. Pretty funny situation though, not gonna lie; thanks for report.

Will likely also make it so that cargo units have a chance of spitting out and damaging their contents when they die, provided the unit they're carrying is valid for any of the surrounding tiles. Sink the galley, and out pops the drakes it was carrying, or if you sink the naval invasion offshore, some of the units might still wash ashore, that type of thing.

As for the crashes, it is v helpful to post, even if my setup is atm struggling to debug properly >.>
 
Fixed this for later version, leashed units can't board ships. Pretty funny situation though, not gonna lie; thanks for report.

Will likely also make it so that cargo units have a chance of spitting out and damaging their contents when they die, provided the unit they're carrying is valid for any of the surrounding tiles. Sink the galley, and out pops the drakes it was carrying, or if you sink the naval invasion offshore, some of the units might still wash ashore, that type of thing.

As for the crashes, it is v helpful to post, even if my setup is atm struggling to debug properly >.>
I had no idea Acheron was on board, of course, I was just trying to sink a Barbarian Galleon before it reached my lands, in case it was carrying troops. (If it hadn't been carrying troops, then at least my naval units would gain some XP from the battle.)
 
I've been playing the AoE Modmod for years, as Falamar. I haven't been able to train Speakers from Cultists once during that time. Is this bugged, or what? I know I need incense and level 6 candidates. Am I doing something wrong?
 
SVN_379 playing as Svarftalfar - Rivanna - Default modules

Captured a Fire Drake and when it breathed fire it created a usable Meteor in its location and the surrounding 8 squares

A permanent Scaedungan appeared in a forest when a Skeleton invaded my territory, should it be temporary?

Event: "Your unit finds a group of Sucellus worhippers. They appear to be protecting something and attack on sight." seems to have no effect.
Civ4ScreenShot0029.JPG


There also seem to be many more dungeons, graveyards, creature lairs, etc. than before and new ones keep appearing. I have managed to obtain 10+ Tomb Guards from graveyards by turn 100 in one game which seems to be a bit OP. It makes it worth obtaining Life magic ASAP. Also the spawn rate of lairs seems to have accelerated, in one game I was attacked by a dozen skeletons from two different local barrows by turn 25.

Playing as Amurites:
A Scout was given Spirit 1 promotion from a lair and when it cast it it affected all the other appropriate units in its location but not itself.
Civ4ScreenShot0028.JPG


Hope the above is useful, thanks for all the effort that you are putting in.
 
I've been playing the AoE Modmod for years, as Falamar. I haven't been able to train Speakers from Cultists once during that time. Is this bugged, or what? I know I need incense and level 6 candidates. Am I doing something wrong?
The requirements did change not that long ago (are you playing 14.11 or the SVN build?), but you can see the most recent ones listed in the pedia. As of the current build, you need all of:
- Following OO state religion & have the corresponding tech.
- Theology Tech
- Jeteye resource (found on water)
- A zealot or cultist lvl 6+
Spoiler Pedia :
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Captured a Fire Drake and when it breathed fire it created a usable Meteor in its location and the surrounding 8 squares

A permanent Scaedungan appeared in a forest when a Skeleton invaded my territory, should it be temporary?
I think these are fixed for next ver by BI already, or at least reported to. Ty of course though!
Event: "Your unit finds a group of Sucellus worhippers. They appear to be protecting something and attack on sight." seems to have no effect.
Not seeing anything jump out from the code, but it does require open space nearby; if there were invisible units perhaps, maybe no sufficient space? Should spawn a phoenix and three guardian druids.
Edit: BI is a smart cookie, pointed me to where there was in fact an issue. Fixed for next ver!
There also seem to be many more dungeons, graveyards, creature lairs, etc. than before and new ones keep appearing. I have managed to obtain 10+ Tomb Guards from graveyards by turn 100 in one game which seems to be a bit OP. It makes it worth obtaining Life magic ASAP. Also the spawn rate of lairs seems to have accelerated, in one game I was attacked by a dozen skeletons from two different local barrows by turn 25.
This is good feedback for me, thank you! What gamespeed and difficulty are you playing on, and did you have raging barbs or not?
A Scout was given Spirit 1 promotion from a lair and when it cast it it affected all the other appropriate units in its location but not itself.
Conflicts with Lion's blood.
 
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This is good feedback for me, thank you! What gamespeed and difficulty are you playing on, and did you have raging barbs or not?
Gamespeed: Normal, Difficulty: Noble, no Raging Barbarians (as far as I know) - All settings/options/modules are default except for World Wrap
In present game there are 13/14 Graveyards visible and I have discovered less than half of the map
Conflicts with Lion's blood.
The other Scout in the same square had Spider and Wolf's blood but received the Spirit 1 promotion OK, is it Lion's blood specific?
Ignore this question, it is specific to Lion Blood.
 
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SVN_379 playing as Svarftalfar - Rivanna - Default modules
Noticed event: "Bhall has declared war on Cernunnos", I do not remember ever seeing this event before, is it intended?

Civ4ScreenShot0033.JPG
 
SVN_379 playing as Svarftalfar - Rivanna - Default modules
Noticed event: "Bhall has declared war on Cernunnos", I do not remember ever seeing this event before, is it intended?

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I've seen notifications that Agares has declared war on Bhall, so I must have seen something similar with Cernunnos, I just don't remember off-hand. I'm sure it's intended.
 
When you develop certain resources, the game tells you that you need a route. However it seems to me that you only need a road on the tile with the resource; it doesn’t need to actually connect to anything. Can this be true?
 
When you develop certain resources, the game tells you that you need a route. However it seems to me that you only need a road on the tile with the resource; it doesn’t need to actually connect to anything. Can this be true?
If the tile is adjacent to a river and exploits the resource, this will connect it to any other tile along the river including another city, or (I believe) a road which can take it to your city.
 
Getting what appears to be a repeatable CtD when hitting "Enter" to end the turn.

SVN Revision 379.

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, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, RifE More Events, More Fortifications, 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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Encountered an unexpected issue playing as the Calabim with Decius as Leader. Decius has the Conqueror Trait.

The Scions, led by Ophelia Rosenthal, built the Mercurian Gate in one of their cities, thus summoning the Mercurians. Scions and Mercurians declared war on me. The Mercurians didn't expand beyond their first city. Eventually I captured the Mercurian capital and lone city, Saecati, eliminating them from the game. Saecati showed "(Scions)" above the city name on the map, and I could build Scion units and buildings, but not Mercurian ones. I was a bit disappointed, since I've never played as the Mercurians and figured this would give a chance to experience that a little bit.

More substantively, just wondering if this is how it's supposed to work. Does it have something to do with cultural influence? I don't remember how much cultural influence the Scions had in Saecati at that point. Or is it something peculiar to the Mercurians? If the Mercurians had built a city of their own and I had captured that, would that city be able to build Mercurian buildings and units? Does this also happen with the Tolerant Trait?

I unfortunately don't have a saved game from the turn before I conquered the Mercurians, sorry.

SVN Revision 379.

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, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, RifE More Events, More Fortifications, 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.
 
Encountered an unexpected issue playing as the Calabim with Decius as Leader. Decius has the Conqueror Trait.

The Scions, led by Ophelia Rosenthal, built the Mercurian Gate in one of their cities, thus summoning the Mercurians. Scions and Mercurians declared war on me. The Mercurians didn't expand beyond their first city. Eventually I captured the Mercurian capital and lone city, Saecati, eliminating them from the game. Saecati showed "(Scions)" above the city name on the map, and I could build Scion units and buildings, but not Mercurian ones. I was a bit disappointed, since I've never played as the Mercurians and figured this would give a chance to experience that a little bit.

More substantively, just wondering if this is how it's supposed to work. Does it have something to do with cultural influence? I don't remember how much cultural influence the Scions had in Saecati at that point. Or is it something peculiar to the Mercurians? If the Mercurians had built a city of their own and I had captured that, would that city be able to build Mercurian buildings and units? Does this also happen with the Tolerant Trait?

I unfortunately don't have a saved game from the turn before I conquered the Mercurians, sorry.

SVN Revision 379.

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, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, RifE More Events, More Fortifications, 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.


I also went into World Builder but couldn't figure out how to change the city from Scion to Mercurian while still retaining control as the Calabim.

Somewhat related: one of the Infernal factions cast Hyborem's Whisper and took one of my cities. I demanded they return it, they refused, so I declared war and retook it. "Infernal" does not show up above the city name on the map, and no Infernal units are available to build -- I presume that's intended, since there's virtually no Infernal cultural influence in the city in question and they controlled it for less than a turn, so it would be strange for it to be an "infernal" city.

I've said before that I think the Infernals could use a different World Spell than Hyborem's Whisper. I think especially now, with potentially multiple Infernal factions. I'm imagining a situation where three or four Infernal factions all cast Hyborem's Whisper against a single civ and take several cities. Yes, you can take them back, but your cities will suffer a lot of damage. Anyway, I've complained about Hyborem's Whisper before, so I'll leave it for now.
 
I also went into World Builder but couldn't figure out how to change the city from Scion to Mercurian while still retaining control as the Calabim.

Somewhat related: one of the Infernal factions cast Hyborem's Whisper and took one of my cities. I demanded they return it, they refused, so I declared war and retook it. "Infernal" does not show up above the city name on the map, and no Infernal units are available to build -- I presume that's intended, since there's virtually no Infernal cultural influence in the city in question and they controlled it for less than a turn, so it would be strange for it to be an "infernal" city.

I've said before that I think the Infernals could use a different World Spell than Hyborem's Whisper. I think especially now, with potentially multiple Infernal factions. I'm imagining a situation where three or four Infernal factions all cast Hyborem's Whisper against a single civ and take several cities. Yes, you can take them back, but your cities will suffer a lot of damage. Anyway, I've complained about Hyborem's Whisper before, so I'll leave it for now.
it's the founding culture that counts at the moment for conqueror/tolerant. So the city with Mercurian gate will never be a mercurian city when conquered. you need to make them found a new one
 
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