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

I've noticed in the last couple of SVN revisions that the Tower of Eyes is no longer claimable as a fort. I don't remember when it started, but is that intended?

Does the More Fortifications module have to be enabled for the Tower of Eyes to be claimable as a fort, or is that feature just completely gone now?

Thanks.

SVN Revision 381.

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 Goodies, Keepers of Noggormotha, PPQ Effects, PPQ's Unit Models, PPQ's Unit Models - Naval, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.
 
I've noticed in the last couple of SVN revisions that the Tower of Eyes is no longer claimable as a fort. I don't remember when it started, but is that intended?

Does the More Fortifications module have to be enabled for the Tower of Eyes to be claimable as a fort, or is that feature just completely gone now?

Thanks.

SVN Revision 381.

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 Goodies, Keepers of Noggormotha, PPQ Effects, PPQ's Unit Models, PPQ's Unit Models - Naval, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.
as far as i remember, it was never claimable as a fort outside of the module ( which was called fortifications till a few revs ago, when blaze expanded it, and renamed it morefortifications)
 
as far as i remember, it was never claimable as a fort outside of the module ( which was called fortifications till a few revs ago, when blaze expanded it, and renamed it morefortifications)

Okay, that makes sense. I deactivated the module for some reason, so will enable it next time I start a new game. Thanks.
 
SVN381 - Active Modules:
Animal Lairs, Black Duke, Caoxoch, Dural, EflnDeath, FlightofDrakes, Goblin, GotNBandaid, Important Leaders, MagisterAshes, MoreEvents, PPQ_Effects, PPQ_Flavor, PPQ_NAVY, SidarWanes, WidenTechnology

Multiple meteors generated for Dragon Turtle Hatchling after fire breathing:
Civ4ScreenShot0000.JPG


This event did not seem to have any effect (or I haven't looked in the right place..):
Civ4ScreenShot0001.JPG
 
Hi, sorry if this has been posted before, or if I am doing something wrong, but the scenarios are all out of whack for me. I've tried to load every scenario accessible from the beginning, and only the first three Falamar ones (Grand Menagerie and the Momus) are working. Attempting to launch any other scenario crashes Civ. Even within the ones that are working, no pop-ups like the ones saying Perpentach's poems in the Momus or the pop-ups about the animals in the first one are appearing. Within the Radiant Guard scenario, none of the deaths of the infernals are recorded so it is impossible to complete. Also, and this is much more minor and probably my own computer/fault, but all the civilopedia entries are jammed into a narrow column on the right side of the page, and are pretty unreadable. Again, sorry if this has been brought up before. Thank you so much for your help!
 
scenarios are all out of whack for me.
Unfortunately, the ffh2 scenarios are not well supported at this time in Ashes, and probably will not be for some years at a minimum.
civilopedia entries are jammed into a narrow column on the right side of the page
Do you have a screenshot of what you mean? Is it all categories, or just some?
 
Unfortunately, the ffh2 scenarios are not well supported at this time in Ashes, and probably will not be for some years at a minimum.

Do you have a screenshot of what you mean? Is it all categories, or just some?
No problem, I figured it was something like that. I just wanted to mention it in case it wasn't known already. I'm not sure how, but it just got fixed. It was occurring with the building categories, and anything where the text appears in a right aligned column rather than a box above the "strategy" portion. The alignment or indenting was off, causing the text to be compressed. If it happens again, I will take a screenshot, sorry about that.
 
SVN381 - Active Modules:
Animal Lairs, Black Duke, Caoxoch, Dural, EflnDeath, FlightofDrakes, Goblin, GotNBandaid, Important Leaders, MagisterAshes, MoreEvents, PPQ_Effects, PPQ_Flavor, PPQ_NAVY, SidarWanes, WidenTechnology

New lair creation has slowed down but they are still appearing more frequently than they used to. Some new barbarian units are also appearing in great numbers, especially Galleys or animals created through on map lairs.

I have found a problem with Skaa'Raj's sea monster carrying capability (Coral Curio): A Nuckelavee was embarked successfully and then it disappeared before it could be disembarked:
Civ4ScreenShot0003.JPG


The visibility range for flying creatures is not consistent, e.g. a Pegasus can see three tiles to the west but only two tiles to the north and one to the north-east. Apologies but I have not tested all the directions:
Civ4ScreenShot0002.JPG
 
SVN381 - Active Modules:
Animal Lairs, Black Duke, Caoxoch, Dural, EflnDeath, FlightofDrakes, Goblin, GotNBandaid, Important Leaders, MagisterAshes, MoreEvents, PPQ_Effects, PPQ_Flavor, PPQ_NAVY, SidarWanes, WidenTechnology

The group of Sucellus worshippers event is now working and three Wild Druids with an immobile Phoenix (animal unit) appeared. :clap:
 
SVN381 - Active Modules:
Animal Lairs, Black Duke, Caoxoch, Dural, EflnDeath, FlightofDrakes, Goblin, GotNBandaid, Important Leaders, MagisterAshes, MoreEvents, PPQ_Effects, PPQ_Flavor, PPQ_NAVY, SidarWanes, WidenTechnology

New lair creation has slowed down but they are still appearing more frequently than they used to. Some new barbarian units are also appearing in great numbers, especially Galleys or animals created through on map lairs.

I have found a problem with Skaa'Raj's sea monster carrying capability (Coral Curio): A Nuckelavee was embarked successfully and then it disappeared before it could be disembarked:
View attachment 741388

The visibility range for flying creatures is not consistent, e.g. a Pegasus can see three tiles to the west but only two tiles to the north and one to the north-east. Apologies but I have not tested all the directions:
View attachment 741389
not sure on the first.

on the second one, did you know that the game has directional line of sight ? your unit is looking north-west, so it sees farther in that direction. ( yes it's a mess, no, i don't know why they decided to implement that)
 
on the second one, did you know that the game has directional line of sight ? your unit is looking north-west, so it sees farther in that direction. ( yes it's a mess, no, i don't know why they decided to implement that)
I thought I removed all the code associated with that, WTH.....
New lair creation has slowed down but they are still appearing more frequently than they used to. Some new barbarian units are also appearing in great numbers, especially Galleys or animals created through on map lairs.
Barbarian densities are increased the most around prince difficulty, so it is intended you'll see more at that point. However, the barbarian density is constant after that, to avoid the issue where on high difficulties barbs overpower AI opponents.

If you think there are relatively too many galleys compared to land, say, that's a different issue, and can be tweaked.

Edit: I did remove the directionality, rather it's more likely an off-by-one in some for loop calculating distance from the requisite refactoring. Will fix.
Spoiler Image :

1756739914878.png


 
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I thought I removed all the code associated with that, WTH.....

Barbarian densities are increased the most around prince difficulty, so it is intended you'll see more at that point. However, the barbarian density is constant after that, to avoid the issue where on high difficulties barbs overpower AI opponents.

If you think there are relatively too many galleys compared to land, say, that's a different issue, and can be tweaked.

Edit: I did remove the directionality, rather it's more likely an off-by-one in some for loop calculating distance from the requisite refactoring. Will fix.
Spoiler Image :

Thanks, I was beginning to think that I had imagined the visibilty being equal all round.
Also just checked this, seems the only intended effect is to lower AC by 3 points.

The AC was probably 0 at that point so I would not have noticed it, thanks
 
SVN381 - Active Modules:
Animal Lairs, Black Duke, Caoxoch, Dural, EflnDeath, FlightofDrakes, Goblin, GotNBandaid, Important Leaders, MagisterAshes, MoreEvents, PPQ_Effects, PPQ_Flavor, PPQ_NAVY, SidarWanes, WidenTechnology

I have had a Phoenix (with eggs) for 50 turns and it looks from the Civilopedia that it (or the eggs) should transform into a Small Phoenix at this point but nothing has happened, is there something else that is required ?
 
SVN381 - Active Modules:
Animal Lairs, Black Duke, Caoxoch, Dural, EflnDeath, FlightofDrakes, Goblin, GotNBandaid, Important Leaders, MagisterAshes, MoreEvents, PPQ_Effects, PPQ_Flavor, PPQ_NAVY, SidarWanes, WidenTechnology

I have had a Phoenix (with eggs) for 50 turns and it looks from the Civilopedia that it (or the eggs) should transform into a Small Phoenix at this point but nothing has happened, is there something else that is required ?
no, it should be automatic. i'll check
 
A few observation/suggestions, whose only connection to each other is that they arose from the game I'm currently in.

First, it appears that Hell Terrain has been significantly changed, based on what happened in my game and what I'm reading in the Civilopedia. It used to be that Hell Terrain would never spread in to Good lands. I've been playing a Good Leader (Garrim Gyr of the Luchuirp) and have remained Good all game, but I've got Hell Terrain in one part of my territory and it's spreading. Casting Sanctify gets rid of the Hell Terrain only temporarily. AC is now 64, but I don't remember when the Hell Terrain started. Is this intended? If it is, maybe the Civilopedia entry can be clarified a bit. It's a significant change, and I suppose with some more game play I'll adjust.

Second, Marble Golems come later than Gargoyles and cost the same, plus require an additional resource (Marble), but are actually weaker than Gargoyles. Both units start with a Strength of 6 and with the Defensive and Patrol I Promotions, but Gargoyles also get +25% City Defense. Seems odd that the later unit is weaker, so I would suggest buffing the Marble Golem, maybe giving it the +25% City Defense and removing that ability from Gargoyles, or giving them a higher base strength (8?).

Third, I only just learned that land units can enter Lanun Pirate Ports. The 'pedia says that they act as cities for combat purposes, but I didn't realize that was one of the effects. It really only matters in specific situations, e.g., in my current game, there was a Lanun Pirate Port on a water tile adjacent to two land tiles, so the Lanun were able to send land units through it to invade my territory. Conversely, I was able to send land units through the Pirate Port to invade them. This might not be intended, which is why I bring it up. I would also suggest considering having Pirate Coves/ Harbors/ Ports be capturable the same way that Forts, Dwarven Mines and their respective upgrades are.

Again, no connection between these things other than that they all occurred in my current game.

SVN Revision 381.

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, 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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land units can enter Lanun Pirate Ports
Intended! Glad AI figured it out; the boarding parties on vicious seas seem to have some confusion at the moment, not sure what's up with that, but will get fixed eventually.
it appears that Hell Terrain has been significantly changed
Absolutely right, I basically rewrote the system when moving to dll. Pedia concept didn't get updated for 381, but here's the deets:
Spoiler Images :

image-1.png

Pedia page. The "degree to which hell spreads" in non permitted territory is roughly as follows:
image-2.png


To read the second image: At AC 64, hell terrain will penetrate between 1 tile (duel map, UF source) and 5 tiles deep (giant map, Infernal civ source). Notably though, cutting it off at the head of your territory should keep it from progressing deeper; existent hell terrain will disappear fairly quickly if cut off from the source.
 
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Python exception, screenshot attached.

SVN Revision 381.

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, Keepers of Noggormotha, PPQ Effects, PPQ's Unit Models, PPQ's Unit Models - Naval, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.


Screenshot (34).png
 
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SVN381 - Active Modules:
Animal Lairs, Black Duke, Caoxoch, Dural, EflnDeath, FlightofDrakes, Goblin, GotNBandaid, Important Leaders, MagisterAshes, MoreEvents, PPQ_Effects, PPQ_Flavor, PPQ_NAVY, SidarWanes, WidenTechnology

Playing as Bezeri: Adventurer gained through dungeon exploration cannot upgrade to an Adept, presumably due to inability to build Mage Guild ? Does this apply to all civilisations that cannot build Mage Guilds ?

Re excess Galleys, a screenshot FYI. The number of Galleys is replicated over the whole map and I find that it makes developing water resources more or less untenable.
Civ4ScreenShot0006.JPG
 
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