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

In the current game (save attached), Clan of Embers SVN368, all AoE Launcher default modules (AnimalLairs, Black Duke, Coaxoch, Dural, Goblin, ImportantLeaders, MagisterAshes, More Events , NodeYields, OnePotion, PPQ_Effects, PPQ_Flavor, PPQ_NAVY), my Slyph had gained the Triforce ability at Pristin pass but lost it (and regained the three shards) when it stopped at my capital city:
Civ4ScreenShot0050.JPG


Earlier in the game received the following python exception over a turn end:
Civ4ScreenShot0049.JPG
 

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In the current game (save attached), Elohim SVN368, all AoE Launcher default modules (AnimalLairs, Black Duke, Coaxoch, Dural, Goblin, ImportantLeaders, MagisterAshes, More Events , NodeYields, OnePotion, PPQ_Effects, PPQ_Flavor, PPQ_NAVY), there is a repeatable CTD at turn end of Turn 1. I have started another game with the same settings and it works fine.
 

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Playing Clan with Sauros as leader, the Emergent trait effect seems to be underpowered for the effort required to get to level 3, adding the ability to recruit a High Priest unit for Agruoun(?) is not going to change the game much in your favour that late in a game as far as I can see. Gaining the Priest unit at level 2 was very helpful. Again, the problem could be the level I play at... :)
 
In the current game (save attached), Goblin civ SVN368, all AoE Launcher default modules (AnimalLairs, Black Duke, Coaxoch, Dural, Goblin, ImportantLeaders, MagisterAshes, More Events , NodeYields, OnePotion, PPQ_Effects, PPQ_Flavor, PPQ_NAVY), the following Python exception occurred when a Goblin Sapper moved adjacent to an enemy city, a "Light the Fuse" icon has appeared in the Sapper's abilities but is greyed out.

Civ4ScreenShot0004.JPG
 

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I have a quick question! I recently played a game as the Calabim (leader Fluoros) and couldn't figure out how to get one of their unique units: the Blood Witch. The Civlopedia says you must upgrade them from a unit of level 6 or higher, similar to High Priests of various religions or Archmages. The Civlopedia did not say what they upgrade from. There was some placeholder text in there, so perhaps such documentation has simply yet to be added. I'm just dying to know: what do they upgrade from? They look fun!
 
I have a quick question! I recently played a game as the Calabim (leader Fluoros) and couldn't figure out how to get one of their unique units: the Blood Witch. The Civlopedia says you must upgrade them from a unit of level 6 or higher, similar to High Priests of various religions or Archmages. The Civlopedia did not say what they upgrade from. There was some placeholder text in there, so perhaps such documentation has simply yet to be added. I'm just dying to know: what do they upgrade from? They look fun!
they're not available at the moment. I made a slight mistake with their setup ^^
 
they're not available at the moment. I made a slight mistake with their setup ^^
Aha! "Sir not appearing in this game." I totally understand. Well, that's something to look forward to, and a reason to play the Calabim again! I had a lot of fun with them. Maybe too much. (I named all my cities after fast food restaurants...) Thank you for clarifying.
 
In the current game (save attached), Goblin civ SVN368, all AoE Launcher default modules (AnimalLairs, Black Duke, Coaxoch, Dural, Goblin, ImportantLeaders, MagisterAshes, More Events , NodeYields, OnePotion, PPQ_Effects, PPQ_Flavor, PPQ_NAVY) And Dao, the following Python exception occurred when before the first turn:

Civ4ScreenShot0006.JPG

I have started several other games with the same civ and leader without this exeption appearing.
 
Whatever you did seems to have worked, no MAF errors so far. Well done!

Anyway, python exception, screenshot attached.

SVN Revision 368.

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, Goblin, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, Not Yet Emergent Leaders, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, Sidar Wanes, The Blight, VCivics, Watering the Flames.

I presume VCivics introduced the Imperium and Magocracy civics. Does it do anything else?

I'm not completely sure what Not Yet Emergent Leaders does, but I noticed some Emergent Leaders whose Traits haven't been finished, so is that it?

One of the modules I've kept inactive is Jotnar, since I remember that they were still being rebalanced, so just wondering where that stands.

And again, great job so far, I haven't encountered any MAF errors.


Screenshot (379).png
 
Vcivics has several modifications to existing civics too, most notably city states.

As for NYEL. It's a bunch of leaders from an old Minor Leader module that someone asked to port to AoE. At least one of the module makers has expressed the wish of turning them into proper emergent at some point, hence the name. The leaders that are emergent with unfinished traits are from the base mod
 
A couple of python exceptions, screenshots attached.

SVN Revision 368.

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, Goblin, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, Not Yet Emergent Leaders, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, Sidar Wanes, The Blight, VCivics, Watering the Flames.

Screenshot (380).png
Screenshot (381).png
 
So I did finally get a MAF error yesterday, with the game exiting. It happened at Turn 611. I reloaded the Autosave from the start of the same turn and was able to resume play, so it's not repeatable. I'll see if any more MAF errors occur as I continue.

SVN Revision 368.

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, Goblin, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, Not Yet Emergent Leaders, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, Sidar Wanes, The Blight, VCivics, Watering the Flames.

Would playing with fewer active modules make a difference?

If Game Options matter, here are mine: Tectonics map, Huge map, 60% water, Random Aridity, 12 starting civs instead of the normal 11 (although several had been defeated by Turn 611), Raging Barbarians, End of Winter, Wildlands, Blessing of Amathaon, Living World, Wild Mana, Feral Mana, Mana Guardians, All Unique Features, Realistic Culture Spread, and Broader Alignments.

Would playing with 70% water instead of 60% decrease the chance? Or a smaller map size, e.g., Large instead of Huge? (I wouldn't want to play smaller than a Large map, if I can avoid it.)
 
Well,
I had the idea to do some additional Civ rankings in terms of balance and so on beside the Discord design-and-balance disussion, so let ´s jump in ;-).

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: Hippus

Known bugs: None

Introduction: The Hippus are the self appointed horselords of Erebus, they start with horse ressource air and nature mana from their palace. Their main leaders leaders are Rhoanna and Tasunke, Rhoanna has traits in trade and city health, Tasunke has the aggro promotion and is a marauder. As Rhoannas traits help in war and peace for me she is the better leader. So, when playing the Hippu horselords you might get the best Civ for riding units, right? Right???? Well let´s come to this question at a later point. The other leaders are not so interesting for me, Rigmora has illusion riders, I don ´t the much benefit from it as they even can ´t conquer a city and imho it takes too long to develop the personal traits, beside that you lose other traits that help you right from the start.
Strength and weak points:
As riding units are not the strongest in AoE, Hippus gain the horselord trait for their riding units that grants +1 Movement and +10% chance to retreat a fight. It´s a nice gimmick but feels somehow weak, of coruse it ´s nice to have the extra mobility but no other unit type is able to keep their speed besides dragons or other flying units what makes your riders most of time loners. When rainding cities you need support units slowing down the track so the extra movement points are not important in this situations, also scout units doing better in exploring and melee units are better for cityraids so riders are mainly good for city defence or pillaging. Their hero Magnadin is a medicore hero, he lost compared to vanilla Fall from Heaven II his ability to capture barbarian units and hire merc riders with hidden nationality what is a big loss.

Religion:
The common religions work well for the Hippus, ashen veil gives bonus to science and their priests have the flamering spell that damages other units around them helping the hippu riders to raid cities as they don ´t have canons (but they are so slow in movement, it ´s a pain), kilmorph has the decent economy booster, you need money to keep these horsies, the riders and the pony girls happy, but my personal choice would be Esus. You get the extra combat promotions for your riders and also shadow riders with hidden nationality, also it ´s nice to hide your units in your borders with the shroud of the Esus relgious building. But it ´s a matter of taste, I would prefer Esus as I don ´t use that relgion often in my games and the hippus seem to fit.

Conclusion:
There was the question if Hippus are the strongest Civ for riding units, right? Well, my personal ranking is 1). Doviello 2). Kuriotate 3). Hippus 4). Svartalfar. The most important unit in general gameplay is imho the medicore standard unit you get in midgame, for the hippus as they take the Rider line it is the riding archer, but hippus don ´t have special common riding units, only the horselord promotion that is not so strong. Now we compare the Doviellos that get bear riders as replacement for the riding archer, it loses the ability to use bows but get a decent +2 (8 total) strength what is huge compared to the normal +6 of the riding archers. So when a doviello bear rider fights a Hippu Rider, all that is left is to hope for an escape. Also, the doviello don ´t need to discover archery to get bear riders, so if you unlucky they already have these riders before you get yours. Compared to their hero the war machine is stronger than Magnadin too. Kuriotate the second, they also start with horses and have special rider units, as cardit has similiar traits to Rhoanna they have the +3 city radius and get the best dragon later, so I would pick Kuriotate over Hippus too. 4rth place is svartalfar, because they riding cats besides horses, just kidding, they are more into rogue and scout units but I like these cool looking Nyxin.*

Ranking: All in all I would give the hippus a C+ Ranking, it just not feels rewarding to play a Civ that claims to be the horselords but lacks in reality to that claim and also gets outsmarted by other Civs in that point too. Besides that Hippus have nothing else to offer.

Ideas for Improvement:
- Magnadin should get back his Abilities at least the skill to hire mounted mercs
- Improvement of the horselord Promotion, maybe +1 Strength so the Rider Units really are stronger than their opponenents (Bear Riders still better but a bear is a bear)
- Improve the horse Archers they should be different than the standard one as Hippus are horse/riding specialists and it doesn ´t feel right that there is no real difference compared with other Civs, the better chance to escape is not good, as we all know only killed enemy units are good units, not much gain to have a unit with 0 health around that needs ages to recover, maybe give the horse archers the skill to bombardement City walls so they are not so depending on other slower support units, also a simple +1 Strength would help

*P.S. Uh Oh, I forgot to mention the Pegasusriding Austrin Mages :-D

 
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Game hasn't crashed yet, but looks like I'm on my way to a MAF. See attached python exception, hope it's helpful.

SVN Revision 368.

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, Goblin, Important Leaders, Lizard Art, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Goodies, New Traits, Node Yields, Noggormotha, Not Yet Emergent Leaders, One Potion, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, Sidar Wanes, The Blight, VCivics, Watering the Flames.

Playing a Huge map with 60% water again -- hope springs eternal, right? If I do wind up with a MAF error and the game exiting, then next time I'll downsize to a Large Map instead.


Screenshot (385).png
 
Issue with the Civilopedia, see attached screenshot.

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.

I think these relate to Dynamic Religions, which is a Module I don't have active.



Screenshot (386).png
 
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