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

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

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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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.


View attachment 741498
Do you happen to remember if this was an autocast sanctify, or there was anything unusual about the plot? Blessed lands, something?

Edit: Ah, next to Rinwell, I didn't look closely enough at first. Hm...
 
Do you happen to remember if this was an autocast sanctify, or there was anything unusual about the plot? Blessed lands, something?

Edit: Ah, next to Rinwell, I didn't look closely enough at first. Hm...
Not Autocast, as far as I remember. And definitely not Blessed Lands, but yeah, the Mage casting it might have been next to Rinwell Isle, I can't tell from the screenshot. There was a lot of Hell Terrain in the part of my territory, so I had several Mages and Adepts casting Sanctify.
 
Not Autocast, as far as I remember. And definitely not Blessed Lands, but yeah, the Mage casting it might have been next to Rinwell Isle, I can't tell from the screenshot. There was a lot of Hell Terrain in the part of my territory, so I had several Mages and Adepts casting Sanctify.
1757105633073.png

I can see from the screenshot it failed to sanctify Rinwell (or maybe the tile next to it?), but don't know why. If you happen to have that save, or see a similar issue in the future, post a save would you?
Many thanks ^^
 
View attachment 741759
I can see from the screenshot it failed to sanctify Rinwell (or maybe the tile next to it?), but don't know why. If you happen to have that save, or see a similar issue in the future, post a save would you?
Many thanks ^^

Funnily enough, I uploaded the save from that turn in an earlier post, although it's at the very end right before I hit "Enter," because the game crashes then.

I also happen to have the save from the turn immediately before.

Both saves 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.
 

Attachments

Apparently repeatable CtD when I hit "Enter."

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.
 

Attachments

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 (35).png
 
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 Calabhim, Decius with Conqueror trait. Palaces of conquered civilisations can be built.e.g. Obsidian Spire in D'Tesh cities. This replaces the existing capital and changes all the benefits (mana types, etc.) to the new capital type.

Civ4ScreenShot0007.JPG


Red Drakes spawn multiple Meteors:
Civ4ScreenShot0012.JPG
 
Is the first one... really a bug? Assuming your civ still has one capital and it otherwise obeys the rules for moving your palace, that actually makes a decent amount of sense for the conquerer trait.

I'm pretty sure the Palace thing with a Tolerant or Conqueror Leader is intended. At least, it's been that way for a long time. I don't think I've ever built a conquered civ's palace to replace my original one, but it does present some interesting choices, allowing you to access mana you might not otherwise have, or some other effects specific to that palace.

Of course it could just be a mistake that goes way back, I don't know.
 
I agree. this possibility to get the palace of another race (to replace yours) isn't a bug.
it's been a feature even in vanilla FFH (I think)
 
I've attached saves from consecutive turns and some representative screenshots.

Playing as the Sheaim. At the end of Turn 681 I hit "Enter," finish researching Honor, then see a popup that together with Agares I've won a Gone to Hell Victory. The next turn, Turn 682, many areas inside my own territory, including at least one city, are no longer clearly visible. Also, the list of civs with their scores that's supposed to be on the right isn't there anymore.

As I said, I've attached the saves from the consecutive turns and some screenshots.

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 (37).png
Screenshot (38).png

Screenshot (36).png
 

Attachments

I'd like to suggest that Evil Leaders could use an easy way to detect invisible units in their territory. I'm in a war in my current game and my neighbor's Shadows are killing me. I'm playing as the Svartalfar, all of whose Leaders start out Evil, and adopted FoL, so I've stayed Evil. The only way I've been able to detect enemy Shadows -- after they've attacked and moved away -- is if I have a Satyr next to an empty tile and see that my Satyr can cast Charm Person. My one Satyr Elder has captured two enemy Shadows by casting Domination -- again, standing next to an empty tile and seeing Domination available as a spell that could be cast. That strikes me as kind of random and leaving too much to chance, not a comprehensive solution.

The easiest solution would be to lift the alignment restriction on Light of Lugus and allow Evil civs to complete that Ritual. Alternatively, we could have a different ritual for evil civs, presumably named for an Evil god, but having then that's just Light of Lugus with a different name. You could give it a higher hammer cost, I guess, to distinguish it, but I don't know.

Regardless, I would like to suggest that the Civilopedia have a more detailed explanation about Invisibility, Stealth, and Perception. It was simpler when you could just use Hawks to detect invisible units, but it's gotten more complicated now, which is why Light of Lugus is so helpful, because the detailed mechanics don't matter so much if that's available.
 
Python exception, screenshot attached.
Spoiler Py code :
1757880850238.png
Issue is because Sheaim have no Axeman replacement; the pyre zombie is its own unit class. Not sure how best to handle that? Trivial to just ignore if so (as the 'do' result) but seems wrong.

Python exception, screenshot attached.
Spoiler DLL code :
1757883213643.png
Failure happens here; plot group on a tile that sanctify hits that turn goes from 1,877,319,702 to NULL after correctly setting m_eTerrainType and updating the yield; I've no clue *why*, but maybe BI has some insight? I've barely touched the plotgroup system, but have oft heard of its cursededness. (The value is, for instance, worryingly close to int overflow range, but idk if it's a linear increasing thing or rand value assignment)

On spotting invisible enemies, do strongly agree evil civs are quite disadvantaged in this regard, but not sure how best to address. Whatever system is concluded, I have begun slowly updating some concepts pages in the pedia, so yeah will be sure to update it when I get there ^^;
 
On spotting invisible enemies, do strongly agree evil civs are quite disadvantaged in this regard, but not sure how best to address. Whatever system is concluded, I have begun slowly updating some concepts pages in the pedia, so yeah will be sure to update it when I get there ^^;

Well, I preferred the old simplicity, where there was just one kind of invisibility (I don't think there was a separate Stealth ability) and Hawks (or Dies Diei or Light of Lugus) revealed invisible units. It's probably too much trouble to roll back the programming at this point, so I think the simplest solution now would be to allow Evil leaders to build Light of Lugus. The more I think about it, I don't think it makes sense to give them something different, e.g., a different Ritual, that does the same thing.
 
Well, I preferred the old simplicity, where there was just one kind of invisibility (I don't think there was a separate Stealth ability) and Hawks (or Dies Diei or Light of Lugus) revealed invisible units. It's probably too much trouble to roll back the programming at this point, so I think the simplest solution now would be to allow Evil leaders to build Light of Lugus. The more I think about it, I don't think it makes sense to give them something different, e.g., a different Ritual, that does the same thing.
ok, i'm gonna push back on that, because there wasn't 1 kind of invisibility, there were 5 (that i remember), with uses and reveal-use all over the place. one was used by the scion heroes, some sidar units and something else i don't remember and was only revealable by auric ascended.

I'm not saying the current system is in a perfect state. It definitely needs some balancing tweaks, and some stuff i missed, like the evil civ issue you mentioned, need to be adressed, but it's infinitely cleaner than what we had before.
 
ok, i'm gonna push back on that, because there wasn't 1 kind of invisibility, there were 5 (that i remember), with uses and reveal-use all over the place. one was used by the scion heroes, some sidar units and something else i don't remember and was only revealable by auric ascended.

I'm not saying the current system is in a perfect state. It definitely needs some balancing tweaks, and some stuff i missed, like the evil civ issue you mentioned, need to be adressed, but it's infinitely cleaner than what we had before.

I'm probably remembering wrong, then. I definitely remember Hawks (and I think Recon units?) being able to see Shadows and other invisible units, but maybe I'm remembering wrong. And I can't say I remember how one was able to detect units made invisible by either Nox Noctis or the Sidar world spell, so I'm definitely forgetting something there.

Regardless, as always appreciate your willingness to explore fixes for issues players bring up and especially your continuing work on the mod.
 
So a little bit more about the Gone to Hell victory. Apologies if the team already knows this, but as far as I can remember this is the first time I've experienced this.

In my current game (playing as the Svartalfar, Faeryl Viconia as Leader), I saw a notification that Rigmora the Forgotten (Hippus Leader, AI-controlled) and Agares had won a Gone to Hell Victory. I decided to keep playing just for fun. The Hippus are still in the game, but no longer appear in the list of civs on the right-hand side of the screen, so there's no way to conduct diplomacy with them. It also seems they're now at war with everybody. I'm assuming they can't conduct diplomacy with anybody, so perpetual war going forward. Information about the Hippus does still appear in the Info Screen if you click on that.

The Hippus had summoned Basium earlier in the game. Basium and the Mercurians remain in the game, and diplomacy with them is still possible.

Again, maybe the team already knows this and this is intended, but just thought I'd share it since, as I said, I think this is the first time I've seen this.

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.
 
Getting an apparent repeatable CtD when I hit "Enter." This is the game I mentioned in my previous post, with the Gone to Hell Victory.

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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