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Download and Current Changelog 1.4

I've had waves of highwaymen every 2 rounds. I've played through games on standard and larger pre-patch and I've never had a MAF in the game mere days ago. The game crashed 4 times in a row when I went into worldbuilder or when I had a unit near the barb city. I counted every single unit there are too many. I counted one lair on the island that spawned the 16 highwaymen and 3 near my continent that spawned the 20+ pikemen and skel combos. The only thing I'm drunk on is defeat and frustration.:mad:
Ok the team isn't to blame and their working on RiFE with their freetime to make us(civ players) happy. I guess I'm trying to find someone to blame here and I'm getting upset, but there are alot of barbs spawning in my Prince game. I guarantee you I'm getting alot more MAFs then I got just 2-3days ago with 1.3. Its not my computer unless fraps is causing it, which I was going to use to take a screenshot of the barbs but I guess I'll just upload the save.

What I mean by don't get patch 1.31 is stick with 1.3 because at least it was more stable for me than 1.31 is presently. I'm going to lay off civ a bit untill I calm down...:(
 

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The new lair upgrade mechanic is available via the Development SVN branch now.

Hi,

I downloaded your new lair mechanic and for me its even worse with the babarians. I played 3 games and I survived to round 5,6 an 10. First game I was rushed by a couple of goblin riders and my city was shot by a vigil from the first turn on. Second and 3rd game I was rushed by centaurs (2 Marodeurs and 2 archers). In the second game there was also a lair wo spawned 4 skeleton achers and 4 Pikeman in one round.

greetz
Andre

P.S.: Sorry, wrong thread, but I don't know how to delete my post ;-)
 
Hi,

I downloaded your new lair mechanic and for me its even worse with the babarians. I played 3 games and I survived to round 5,6 an 10. First game I was rushed by a couple of goblin riders and my city was shot by a vigil from the first turn on. Second and 3rd game I was rushed by centaurs (2 Marodeurs and 2 archers). In the second game there was also a lair wo spawned 4 skeleton achers and 4 Pikeman in one round.

greetz
Andre

Evidently it's not working properly. I had tested to make sure they upgraded with the techs, but for Torugu they are also upgrading without them; I need to debug it. For now, stick with 1.31.
 
Evidently it's not working properly. I had tested to make sure they upgraded with the techs, but for Torugu they are also upgrading without them; I need to debug it. For now, stick with 1.31.

Thanks for the quick answer.
I allready did change back to rev 176. Now its like before.
By the way: Quite nice idea with the svn. So going back to the old files was pretty easy.
 
Can I just check the file size? My original RifE folder was 1.4GB and the folder downloaded with Tortoise SVN is 883MB.

I found the missing file: FFPak051.fpk

I understand this type of file to be artwork and wondered why it's not included in the SVN download?

Thanks!
 
Can I just check the file size? My original RifE folder was 1.4GB and the folder downloaded with Tortoise SVN is 883MB.

I found the missing file: FFPak051.fpk

I understand this type of file to be artwork and wondered why it's not included in the SVN download?

Thanks!

The fpak is not included in the svn due to it's size (the svn upload fails repeatedly on it).

It will be included eventually, but doing so includes breaking the file up into multiple fpaks.... Low priority. For now the svn instructions state to copy it over. ;)
 
Dunno if this has been answered elsewhere, but do you suppose we could have a list of the effects of the new events that do not have descriptive text in place yet? It's a bit of a pain having to reload a save 2 or 3 times whenever one comes up. ;)
 
some are volontary left blank for the sake of surprise, but if you tell me which events don't have descriptive texts, i could fix those that need fixing

That is an... interesting response. I'm not sure leaving TEXT_KEY_BLAH_BLAH_BLAH where you want "surprise" options is a good way to go about that, anyhow. ;)

So far I've seen the Ancient Tomb one, as D'Tesh -- I always pick the option that levels a hill and gives +2 commerce on the tile. There's also one that says something about an assassin, and it centers over a city when it occurs; and one involving a goblin orphan.
 
He doesn't mean leaving the TXT_KEY when he said "voluntary left blank". He means not listing the exact effects to keep a few surprises.

Every TXT_KEY left over is a bug.
 
Patch 1.31.195 is available.


  • New Lair upgrade mechanism; Vastly improves scaling.
  • Lair Balance Adjustments:
    • All Guardians are leashed permanently.
    • Barrow Line
      • Now grants Stigmata to all spawned units
      • Skeleton Archer gains +1str/def
    • Goblin Line
      • Now upgrades at Code of Laws and Taxation, rather than Archery and Bowyers
      • Wolf Rider Party given the Weak promo
    • Centaur Line
      • Outrunner - 2 move, no pillage
      • Marauder - 2 move, pillage
      • Clanchief - 3 move, pillage
  • Fixed the Lair Clearing function
    • Should correctly remove lairs from the immediate vicinity of settlers at gamestart.
  • Improved the Whelp function
    • Goblin Whelps are auto-replaced by appropriate goblin units; The function is now implemented better, and includes the new Goblin Sapper, Goblin Wolf Archer, and Goblin Lord units.
  • Contains the latest version of the MoreEvents module.
  • Arcane Lacuna now requires Arcane Lore.
  • Small bug fixes that I may have missed.
 
yeah, i'm so happy this project is not dead!!!

after the big big disappointment over civ5 i stoped playing civ at all for a few month and moved over to other games but now i need my turn based fantasy strategy fix and i'm happy there are two great mods to try ( RifE and MoM ) :goodjob:

@RifE team: Thank you so much!
 
I hope at some Point some of the Modules will also be conferted to 1.31. Sadly most (including the Jotnar Mod) old Mods dont work any more because all Race Mods have problems with the changing of the Religion Eras. The Jothnar Mod i.E. blocks all races except the Jothnar from researching Mining and Mysticism.
 
how come the goblin dump event remains as it is?

the wolf rider is still strength 6 3 move pillage and can spawn from turn 1.

2/7 died to wolf rider in my current game
 
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