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

Getting an apparent repeatable CtD when I hit "Enter."

SVN Revision 362.

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

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Question about the Illians' automatic terraforming: is the transformation to Glacial terrain intended not to revert back automatically, unlike other terraforming civs?

What I mean is that in my current game I had an early war against the Illians, but any of their territory I conquered that was already Glacial stayed that way. I've had to use a Mobius Witch (I'm playing as the Sheaim) with the Sun I promotion to Scorch the Glacial tiles and change them.

By contrast, in other games when I've been at war with automatically terraforming civs such as the Cualli, Mazatl, or Malakim, any territory of theirs that I've captured slowly transforms away from Wetlands or Desert to what it was before.

I'm fine with the Illians' automatic terraforming operating differently -- maybe there's a certain logic to it, with Auric Ulvin and all that -- but just wondering if this is what's intended, that's all.
 
Question about the Illians' automatic terraforming: is the transformation to Glacial terrain intended not to revert back automatically, unlike other terraforming civs?

What I mean is that in my current game I had an early war against the Illians, but any of their territory I conquered that was already Glacial stayed that way. I've had to use a Mobius Witch (I'm playing as the Sheaim) with the Sun I promotion to Scorch the Glacial tiles and change them.

By contrast, in other games when I've been at war with automatically terraforming civs such as the Cualli, Mazatl, or Malakim, any territory of theirs that I've captured slowly transforms away from Wetlands or Desert to what it was before.

I'm fine with the Illians' automatic terraforming operating differently -- maybe there's a certain logic to it, with Auric Ulvin and all that -- but just wondering if this is what's intended, that's all.
As far as i know, there's no difference in code between the four. I'm not quite sure why the illian version seems to operate differently.
 
Revision 363 is out :
Patch notes :

Multiple bugfixes and crash fixes

Leaders and Traits :
The Important leaders are now ported to the dyntrait system. They can get up to 3 standard personality traits as a result from their actions. 20 traits are available, including a few new ones.
Two Emergent leaders are finalized ( Ophelia with the Haunted Strategist trait and Tethira with the Instructor trait)

Events
Events changing the land gain a landmark showing up the change (done by TiberiusW)

Lairs
34 new lair results by TiberiusW partly based on ideas by DagothGares

Balance :
-PassiveXP gain floor modified from 0.01 to dynamic value based on extra XP Rate from promotions and buildings.
-Spell gold cost now scale with speed
-Ingenuity is now a trait gainable by Important Leaders only, Khazad get a new Civ Trait, Thrifty
-Animal units are now considered neutral, not evil

QoL :
Dynamic Help Display for complex buildings ( currently Vault Gate, Wizards' Hall, Planar Gate) made by TiberiusW
Ongoing work to clean up and fill out the diplomacy dialogue files, including new lines for Weevil by Angel

Modules :
Modification to Jotnar Leader Traits by wuxiangjinxing (all 4 leaders receive changes, Hephaestus is properly emergent)
Balance tweaks to DynRel along with a new Concept Page explaining how it works
New Module CityGuards by FoxXavier : With Despotism, your newly created cities gain an unmovable guard unit
New Module Important Leaders : 29 leaders cut from FFH and modmods are back, compatible with the Important Trait System
Tweaks to the AnimalLairs module by TiberiusW.
New Module NewTraits by wuxiangjinxing offering new traits for a few leaders ( currently Sabathiel, Decius and the Elohim Leaders)
Changed the Leader Art for Taranis of the Frozen ( he was using the art from one of the cut leaders)
Events from the MoreEvent Modules changing the land gain a landmark showing up the change (done by TiberiusW)
New Module WateringTheFlame by FoxXavier : A balance module for the clan designed to limit their early rush
New Module MoreGoodies by wuxiangjinxing : removes restrictions from tribal villages results in Deity.
Integrated the modifications made by Honourable596 to the ArchosExpansion module (Spider Riders replace Horsemen, Scorpion are cut, Recon UU are back)

Upcoming :
Major work by MechanosGuy to prepare for the UnitCombat Rework.
 
Getting a repeatable CtD when I hit "Enter.:

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, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.
 

Attachments

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, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.


Screenshot (299).png
 
Currently playing as an important leader Volanna. At the moment my fifth city was built, a popup window asked me if I would take the Imperialist trait. I rejected but the new city's culture began at Fledgling.
 
Currently playing as an important leader Volanna. At the moment my fifth city was built, a popup window asked me if I would take the Imperialist trait. I rejected but the new city's culture began at Fledgling.
yeah there's an ingame delay between the moment you gain the trait and the moment the popup shows up. It's quasi immediate, but not instant enough that some stuff can happen in between. I'm trying to figure out a solution, but i'm not sure there's one.
 
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, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.


Screenshot (300).png
 
After I won a Gone to Hell Victory, whole areas of the map became dark. I've attached a screenshot, plus saved games from immediately before and after.

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, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.

Screenshot (302).png
 

Attachments

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, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.


Screenshot (306).png
 
Playing as the Archos, their War Spider is available with the Construction technology, which is way too early, since it's a replacement for the Knight.

I don't know if the issue is intrinsic to the Arachnophobia module, or if it has something to do with interactions between the Arachnophobia module and one or more other modules, so reporting it here instead of in the Arachnophobia thread.

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, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.
 
Playing as the Archos, their War Spider is available with the Construction technology, which is way too early, since it's a replacement for the Knight.

I don't know if the issue is intrinsic to the Arachnophobia module, or if it has something to do with interactions between the Arachnophobia module and one or more other modules, so reporting it here instead of in the Arachnophobia thread.

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, Node Yields, Noggormotha, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, SidarWanes, Watering the Flames.
Pretty sure that's an Arachnophobia problem. We did some rebalancing so if you download the latest version from my thread it should be now available with Armored Cavalry.
 
Playing as Thesaalonica of Elohim.
It seems that trait acquisition progress had stopped at some point, which I do not know when. So to speak, accumulation of Imperialist trait point halted at some number though my territory was growing(and probably so do other similar traits) or changing religion doesn't make Spritual trait progress.
I am attaching 2 savefiles to compare status of Imperialist trait. Image file shows current active modules.
 

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Playing as Thesaalonica of Elohim.
It seems that trait acquisition progress had stopped at some point, which I do not know when. So to speak, accumulation of Imperialist trait point halted at some number though my territory was growing(and probably so do other similar traits) or changing religion doesn't make Spritual trait progress.
I am attaching 2 savefiles to compare status of Imperialist trait. Image file shows current active modules.
known, it's a glitch that happens if you refuse your last trait. It's fixed in next version.
 
Can I submit a request here? I hope 'Unit cannot pillage' infomation to show up in the pedia. There are many many units in AOE so I often don't remember 'this unit can pillage my improvment and that cannot...'
Sorry if this is not a suitable thread for a request.
 
BUG: Units captured by Odio are being captured outright instead of turning into Iras.

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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