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

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.

Thanks for explaining it so clearly.
 
SVN377 - Active modules: Animal Lairs, Black Duke, Caoxoch, Dural, EflnDeath, Goblin, GotNBandaid, Important Leaders, MagisterAshes, PPQ_Effects, PPQ_Flavor, PPQ_NAVY, SidarWanes, ViciousSeas, WidenTechnology

A couple of cosmetic issues

The Coral resource does not show that it needs Fishing Boats to be developed:

Civ4ScreenShot0012.JPG


Many units do not show their Movement Cost bonuses correctly, the white letter/symbol varies

Civ4ScreenShot0011.JPG
 
SVN377 - Active modules: Animal Lairs, Black Duke, Caoxoch, Dural, EflnDeath, Goblin, GotNBandaid, Important Leaders, MagisterAshes, PPQ_Effects, PPQ_Flavor, PPQ_NAVY, SidarWanes, ViciousSeas, WidenTechnology

Playing as Bezeri there have been CTDs on about four or five occasions when founding a new city, one was repeatable until I saved the game to a new file for uploading ... :confused:, I have attached the file just in case it is any help.
 

Attachments

SVN377 - Active modules: Animal Lairs, Black Duke, Caoxoch, Dural, EflnDeath, Goblin, GotNBandaid, Important Leaders, MagisterAshes, PPQ_Effects, PPQ_Flavor, PPQ_NAVY, SidarWanes, ViciousSeas, WidenTechnology

Playing as Sheaim: Malchavic
Unable to capture unoccupied Castles, Forts, even though no other civilisation's units are adjacent. Tried using Scout, Duskbringer and Skeleton

Civ4ScreenShot0014.JPG
 

Attachments

SVN377 - Active modules: Animal Lairs, Black Duke, Caoxoch, Dural, EflnDeath, Goblin, GotNBandaid, Important Leaders, MagisterAshes, PPQ_Effects, PPQ_Flavor, PPQ_NAVY, SidarWanes, ViciousSeas, WidenTechnology

Playing as Sheaim: Malchavic
Unable to capture unoccupied Castles, Forts, even though no other civilisation's units are adjacent. Tried using Scout, Duskbringer and Skeleton

View attachment 733208
you're lacking gold. there's been a test this revision of having fort capture and fort commander spawning cost a bit of gold. i'm likely to revert it for next version though
 
SVN377 - Active modules: Animal Lairs, Black Duke, Caoxoch, Dural, EflnDeath, Goblin, GotNBandaid, Important Leaders, MagisterAshes, PPQ_Effects, PPQ_Flavor, PPQ_NAVY, SidarWanes, ViciousSeas, WidenTechnology

Repeatable CTD when hit Enter - I applied the CivMainInteface.py fix a week ago and the CTDs have appeared since then, it is probably a coincidence.
 

Attachments

I think I've posted this before, but not sure.

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.



Screenshot (25).png
 
The 'pedia entries for Mist and Blessed Lands say that they can be removed by casting Dispel. If this means the Dispel Magic spell, then the entries should be corrected, maybe with a link to the "Dispel Magic" 'pedia entry.

I don't know about Blessed Lands, but Mist can be removed by Gust of Wind, so it would be helpful if the 'pedia entry for Mist said that as well. If that's only temporary, the entry can say that, eg, "can be removed temporarily by Gust of Wind or permanently by Dispel Magic."
 
SVN377 - Active modules:AnimalLairs, Black Duke, Coaxoch, Dural, Goblin, ImportantLeaders, MagisterAshes, MoreEvents, NodeYields, OnePotion, PPQ_Effects, PPQ_Flavor, PPQ_NAVY

Sheiam are now accruing Crime points (and effects) is this intended ?

There are two similar events which do not have any apparent result: one is for an ordinary trre, one for a golden and silver tree. I assume that they are intended to create either a Bereguine or Bocquillon is that correct ? If so are they friendly or hostile ?

Civ4ScreenShot0018.JPG
 
The 'pedia entries for Mist and Blessed Lands say that they can be removed by casting Dispel. If this means the Dispel Magic spell, then the entries should be corrected, maybe with a link to the "Dispel Magic" 'pedia entry.

I don't know about Blessed Lands, but Mist can be removed by Gust of Wind, so it would be helpful if the 'pedia entry for Mist said that as well. If that's only temporary, the entry can say that, eg, "can be removed temporarily by Gust of Wind or permanently by Dispel Magic."

The Gust of Wind spell appears to permanently remove the mist surrounding the Whispering Wood but units still are affected by Lost/Blindness in the surrounding area after the mist is removed.
 
SVN377 - Active modules:AnimalLairs, Black Duke, Coaxoch, Dural, Goblin, ImportantLeaders, MagisterAshes, MoreEvents, NodeYields, OnePotion, PPQ_Effects, PPQ_Flavor, PPQ_NAVY

Sheiam are now accruing Crime points (and effects) is this intended ?

There are two similar events which do not have any apparent result: one is for an ordinary trre, one for a golden and silver tree. I assume that they are intended to create either a Bereguine or Bocquillon is that correct ? If so are they friendly or hostile ?
Civ4ScreenShot0019.JPG


I appreciate that I have asked these questions before
 
Last edited:
SVN377 - Active modules:AnimalLairs, Black Duke, Coaxoch, Dural, Goblin, ImportantLeaders, MagisterAshes, MoreEvents, NodeYields, OnePotion, PPQ_Effects, PPQ_Flavor, PPQ_NAVY

Cosmetic issue re Culture display in cities in Anarchy, popup shows total culture that would have been accrued if the city was not in Anarchy, accrual counter shows cuiture obtained from Triforce promotion - sjould theses allbe zero at this point ?
Civ4ScreenShot0021.JPG
 
SVN377 - Active modules:AnimalLairs, Black Duke, Coaxoch, Dural, Goblin, ImportantLeaders, MagisterAshes, MoreEvents, NodeYields, OnePotion, PPQ_Effects, PPQ_Flavor, PPQ_NAVY

Treasure chests owned by opponents on or next to a conqured fortress prevent claiming it

Civ4ScreenShot0020.JPG
 
SVN377 - Active modules:AnimalLairs, Black Duke, Coaxoch, Dural, Goblin, ImportantLeaders, MagisterAshes, MoreEvents, NodeYields, OnePotion, PPQ_Effects, PPQ_Flavor, PPQ_NAVY

Repeatable CTD when attempting to capture Baltra'sey with Goblin Wolf Rider at Latitude 49, X:54 y:37.

I have noticed that the few CTDs that I have seen recently normally occur as I capture a city
 

Attachments

Back
Top Bottom