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

Well, it's "intended" in the sense that it's been intentionally coded that way at some point, but i'm gonna see what to so with it ( the issue is that earth elems cause the earthquake spell on death, which does allow for building destruction)
Wow, I didn't know that, thanks for the explanation.

If you do keep it, I would suggest updating the Civilopedia entry for Earth Elementals to mention this, the way the entry for Pyre Zombies says that when killed they explode and damage neighboring units.
 
Python exception, screenshot attached.

The game did start, but there was no user interface. I exited and started a new game, which was fine. So I don't know how serious this is, but reporting it just in case.

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.


Screenshot (26).png
 
SVN377 - Active modules:AnimalLairs, Black Duke, Coaxoch, Dural, Goblin, ImportantLeaders, MagisterAshes, MoreEvents, NodeYields, OnePotion, PPQ_Effects, PPQ_Flavor, PPQ_NAVY

Cultural control of an area appears to override Perception requirements, e.g.the Wild Lizardman (with a 2 Perception) can enter the Mist (requires 3 Perception) in the areas controlled by Ultigar but not the uncontrolled areas (also requires 3 Perception).

View attachment 734764

View attachment 734763
oh i missed that post. that's intended. mist within your lands will not prevent you from moving.
 
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 ?
View attachment 734176

I appreciate that I have asked these questions before
yeah, i've gone back on the sheaim no crime thing. i'm still undecided on how i want to handle it. the bereguine/bocquillon lair events spawn barb units ( or would be if i hadn't put a typo in there ^^)
 
Playing as the Calabim with Decius as Leader and I can't get Blood Witches. The Civilopedia says they have to be upgraded from a unit of at least level 6. Since they're Disciple units, I figured you need a level 6 Disciple unit, specifically one of the priest units (ie, not a Paramander or Crusader), to be able to upgrade. The 'pedia entries for the various priest units don't show Blood Witch as an upgrade, and it hasn't appeared as an upgrade option for any of my Level 6 priest units.

I don't know if this is a bug or just some missing info in the 'pedia, but hope it can be straightened out.

Thanks.

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.
 
Playing as the Calabim with Decius as Leader and I can't get Blood Witches. The Civilopedia says they have to be upgraded from a unit of at least level 6. Since they're Disciple units, I figured you need a level 6 Disciple unit, specifically one of the priest units (ie, not a Paramander or Crusader), to be able to upgrade. The 'pedia entries for the various priest units don't show Blood Witch as an upgrade, and it hasn't appeared as an upgrade option for any of my Level 6 priest units.

I don't know if this is a bug or just some missing info in the 'pedia, but hope it can be straightened out.

Thanks.

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.
it's a bug. i've added the blood witches, but haven't decided what to do with them yet. so they're unusable for now.
 
it's a bug. i've added the blood witches, but haven't decided what to do with them yet. so they're unusable for now.
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.
 
I think the next SVN update is in feature-lock at this point, so this is something to maybe consider down the road.

I had a thought about Leaders with the Tolerant or Conqueror Trait. When they capture a city, the conquered city can continue to build buildings and units of its original civilization. When you build a Settler in a conquered city and that Settler founds a new city, would it make sense for that new city to have the identity, for lack of a better word, of its original civ, and be able to build the buildings and units available to the conquered civ?

I thought of this because in my current game I'm playing as the Calabim with Decius, who has the Conqueror Trait, as Leader. Early on I defeated the Scions and captured their only city, where I could build Scion buildings and units. Eventually I built a Cathedral of Rebirth, allowing me to build Reborns. So I got to thinking that when I had a Reborn found a new city, maybe that city should be Scion instead of Calabim, but still part of my (Decius's) Calabim empire, obviously.

I don't know if this is an approach worth pursuing, but arguably it's a logical extension of the Tolerant or Conqueror Trait. If the programming is too complicated, then maybe not.

Way back in the early Civ 4 days, before BtS and I think before Warlords, there was a mod (maybe Sevomod?), that had Settlers start with one of the religions present in their city and have that religion spread automatically to the city that they founded. It's not identical, but maybe a similar mechanism. Sevo (that was the modder's name on this site) got rid of that feature in later versions of his mod because he thought that it allowed religions to spread too quickly, which wouldn't be a consideration for doing something like this for the Tolerant and Conqueror Traits.
 
I think the next SVN update is in feature-lock at this point, so this is something to maybe consider down the road.

I had a thought about Leaders with the Tolerant or Conqueror Trait. When they capture a city, the conquered city can continue to build buildings and units of its original civilization. When you build a Settler in a conquered city and that Settler founds a new city, would it make sense for that new city to have the identity, for lack of a better word, of its original civ, and be able to build the buildings and units available to the conquered civ?

I thought of this because in my current game I'm playing as the Calabim with Decius, who has the Conqueror Trait, as Leader. Early on I defeated the Scions and captured their only city, where I could build Scion buildings and units. Eventually I built a Cathedral of Rebirth, allowing me to build Reborns. So I got to thinking that when I had a Reborn found a new city, maybe that city should be Scion instead of Calabim, but still part of my (Decius's) Calabim empire, obviously.

I don't know if this is an approach worth pursuing, but arguably it's a logical extension of the Tolerant or Conqueror Trait. If the programming is too complicated, then maybe not.

Way back in the early Civ 4 days, before BtS and I think before Warlords, there was a mod (maybe Sevomod?), that had Settlers start with one of the religions present in their city and have that religion spread automatically to the city that they founded. It's not identical, but maybe a similar mechanism. Sevo (that was the modder's name on this site) got rid of that feature in later versions of his mod because he thought that it allowed religions to spread too quickly, which wouldn't be a consideration for doing something like this for the Tolerant and Conqueror Traits.
next update is not in feature lock. it's been released ^^ . (that particular suggestion has been on my mind for a while, and i haven't figured out yet a way to handle it that i'm happy with)


version 379 is out. see attached patch notes for details. As usual, it's available through svn or through a separate download .
 

Attachments

next update is not in feature lock. it's been released ^^ . (that particular suggestion has been on my mind for a while, and i haven't figured out yet a way to handle it that i'm happy with)


version 379 is out. see attached patch notes for details. As usual, it's available through svn or through a separate download .

Was having fun with my Calabim-Scions game, but bug reports from older SVN revisions can't be too helpful, so downloading the new revision now. Look forward to trying it out and reporting whatever I encounter.
 
Hi all, I have just installed AOE on my new PC (Windows11+RTX4060) but it doesn't start... this is first error (if i continue is an infinite loop)

Immagine 2025-07-22 233026.png

any hints?
It seems game start on secondary monitor
 
Hi all, I have just installed AOE on my new PC (Windows11+RTX4060) but it doesn't start... this is first error (if i continue is an infinite loop)

View attachment 737905
any hints?
It seems game start on secondary monitor
Hi, where did you download the mod from ? The error you get seems to indicate that there was a conflicted file for some reason, but the file in question is not in our current downloads.
 
Hi, where did you download the mod from ? The error you get seems to indicate that there was a conflicted file for some reason, but the file in question is not in our current downloads.
Hi, from SVN r379 ... but i have some conflicts when i update version today.... maybe it should be the reason... i try to delete everything and checkout again. I update this message in a while... YES! svn broke my dir with conflict files :) thanks a lot!
 
Last edited:
Hello Black Imperator
is there a way to download "just the patch" ?? :)
downloading the whole 930Mo will be a bit complexe for a month or so.
 
Hello Black Imperator
is there a way to download "just the patch" ?? :)
downloading the whole 930Mo will be a bit complexe for a month or so.
If you use SVN it should only download the difference rather than all files. It's probable that if you try doing the initial svn download to an existing installation, the same thing will occur, but haven't checked that.
 
Back
Top Bottom