RifE 1.20 Bug Thread

According to the civilopedia, d'tesh are supposed to be able to train marksmen, crossbowmen, and beastmasters. However, since they can't build bowyers or groves, they cannot. Their unique generals also start without recruiter or dimension 1. Is this intended?
 
I still get random crashes with no apparent causes. Sometimes it crashes before I can even learn Hunting, sometimes it takes a few hundred turns, but it never lets me play a full game.
 
It appears we uncovered a bug related to tigers withdrawing. Do you have any tiger in the game?
 
Do you get any kind of an error message? If so, what is it?

Just "An error has occurred, Windows is searching for a solution for the problem, blah blah blah"

@Opera I don't know, I don't like to go into worldbuilder in the middle of a game and mess stuff up, I always get the feeling that's cheating. But next time it happens, I'll reload the autosave and look around.
 
Well, if you don't want to, just post the save here and someone will take care of it ;)
 
I think that'd be pretty petty of me, I'll probably just play a few hundred turns with animals turned off. If I can complete a game, that's the issue, if not, I'll need to find another theory.
 
Hey guys, I'm new to the forum but just wanted to try to help you guys out some with this crashing thing. I've been getting a lot of crashes myself. I've played with animals both on and off so I can tell you that that's not MY issue.

Heres a copy/paste of what Windows gave me as the problem details (idk if it'll help or not):

Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.9.0
Application Timestamp: 4a0c27e6
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4bb6e8d1
Exception Code: c0000094
Exception Offset: 0025ba61
OS Version: 6.0.6002.2.2.0.768.3
Locale ID: 1033
Additional Information 1: 3164
Additional Information 2: f31c530d3d12785f4cca5eb2cbce0d8e
Additional Information 3: 011d
Additional Information 4: 01351879a445e41ad4df3ba5eb395c4d

If u want my dxdiag just lemme know.
 
Oh, on a side note (not sure if these are bugs or intentional): none of my world spells are working and barbarians can spawn in tiles that are revealed in a civ's line of sight. I've noticed them spawning on tiles that are almost completely surrounded by my cultural borders when I've had my entire starting island revealed on an Archipelago map.
 
Oh, on a side note (not sure if these are bugs or intentional): none of my world spells are working and barbarians can spawn in tiles that are revealed in a civ's line of sight. I've noticed them spawning on tiles that are almost completely surrounded by my cultural borders when I've had my entire starting island revealed on an Archipelago map.

The barbarians spawn in one of two ways: the traditional single spawn in the fog of war, and the swarm spawn. In order for a swarm to spawn, there just has to be a tile that is not occupied and is outside cultural borders (or inside borders with a civ that is at peace with the barb civ). So, if there is a single tile between your civ borders and the ocean, as long as you haven't parked a unit on top of it, it is a valid tile for the barb spawning system.

You may not be able to cast your world spell because of the amurite world spell, look just above the score chart and see if there's red text saying 'spellcasting disabled x turns'.
 
Also many worldspells require you to have certain technologies or to fulfill certain other conditions.


BTW, is it possible to play Archipelago maps with Rife? Since the naval AI in every other FFH mod I've played was completely broken.
 
I saw an AI invade from the sea with a ranger once!

Otherwise, no. Their navies tend to be pretty weak from what I've seen.
 
Some more input, this time playing as Amurites (with the usurper leader, if that matters for the buggishness). Again, some stuff might not be bugs, but things I just don't know about ^^.

- Tooltips for the whole Force promotion/skill tree, as well as related abilities need some attention. Almost all are empty.
- Had a stonewarden able to summon Djinns (instead of Pegasi?)
- Can build enemy capitol buildings with the usurper trait. Didn't do it, but would it change my faction, to e.g. Calabim, if I did?
- Had all kind of units starting out with tier 3 spells (from wizards tower and govannon school i suppose, but those should only grant tier 1 and 2). Including units that don't know how to cast. Most amusing was my workers that seemed come up with Fire III a lot.
- Mithril Golem gains exp, but has no possible promotions to spend the levels on.
- Can't build evangelica mandaciums in the capitol.
- Could promote my Stonewardens (tier 2 priest) to tier 3, even with the usurper trait (which I shouldn't be, according to the drawbacks of the trait). And it wasn't the money-priest-thingy, but the normal upgrade.
- Man-o-wars/Frigate stacks have the same range bombardment bug as units in the same stack as bow of the long-sighted.
- Slave (from kuriotates i think) were able to upgrade into a berserker (but nothing else).
- Feast (vampire ability) doesn't work, even with the usurper trait. Since other abilities do work, that otherwaise are civ-restricted (like build palace, dwarven fortress, and civ-specific units), maybe this is a bug? (vampire was in former calabim city)
- Auto-upgrade promotions frequently didn't work. Most notably wall defender, and from another game the haunted lands buff as Scions. Got the promotion for manual upgrade though, so no biggie.
- Invisible tower mages (from nox noxis) won't stop barbs from entering the square and pillaging my dwarven fortress.
- No automatic war declaration from the last opponents to prevent Altar victory (like a Tower Mastery would trigger). They were kinda in love with me though (atleast 15+), but they just sat still and watched my borders while I won.
 
Might as well answer to a few of them (the ones I'm sure about), this way I'll save Valk a few minutes which he can then spend on bringing out the next patch faster :p.


- Mithril Golem gains exp, but has no possible promotions to spend the levels on.

All Golems work this way, they can't gain promotions (as they don't learn from combat)and it would probably mean a lot of unnecessary work to remove their ability to gain exp.

- Feast (vampire ability) doesn't work, even with the usurper trait. Since other abilities do work, that otherwaise are civ-restricted (like build palace, dwarven fortress, and civ-specific units), maybe this is a bug? (vampire was in former calabim city)

Feast is a Calabim only ability, you won't be able to use it as Amurites, even if you got units with Vampirism.


- Slave (from kuriotates i think) were able to upgrade into a berserker (but nothing else).

For a reason I never really understood slaves can be upgraded to Berserkers (and lunatics if you're following the Overlords), I believe that's something inherited from base FFH (might be wrong though).
 
Some more input, this time playing as Amurites (with the usurper leader, if that matters for the buggishness). Again, some stuff might not be bugs, but things I just don't know about ^^.

Leader shouldn't matter, though I'm not really familiar with that one; Merged it from Iceciro, and haven't gotten around to playing him. :p

- Tooltips for the whole Force promotion/skill tree, as well as related abilities need some attention. Almost all are empty.

Agreed, we're working on things like that.

- Had a stonewarden able to summon Djinns (instead of Pegasi?)

No idea, will look into it.

- Can build enemy capitol buildings with the usurper trait. Didn't do it, but would it change my faction, to e.g. Calabim, if I did?

Would not change your faction, but your palace would be removed.

- Had all kind of units starting out with tier 3 spells (from wizards tower and govannon school i suppose, but those should only grant tier 1 and 2). Including units that don't know how to cast. Most amusing was my workers that seemed come up with Fire III a lot.

Not a bug. Mage's Guild/Cave of Ancestor's/School of Govannon allow it, each one allowing the next tier. It's a feature specific to the Amurites.

- Mithril Golem gains exp, but has no possible promotions to spend the levels on.

All golems work this way. Except for the golem hero, Barnaxus.

- Can't build evangelica mandaciums in the capitol.

This is one I don't know about. :p

- Could promote my Stonewardens (tier 2 priest) to tier 3, even with the usurper trait (which I shouldn't be, according to the drawbacks of the trait). And it wasn't the money-priest-thingy, but the normal upgrade.

No idea; Again, not familiar with the leader's mechanic.

- Man-o-wars/Frigate stacks have the same range bombardment bug as units in the same stack as bow of the long-sighted.

Yep, it's a universal issue, not limited to the bow.

- Slave (from kuriotates i think) were able to upgrade into a berserker (but nothing else).

Will check it out.

- Feast (vampire ability) doesn't work, even with the usurper trait. Since other abilities do work, that otherwaise are civ-restricted (like build palace, dwarven fortress, and civ-specific units), maybe this is a bug? (vampire was in former calabim city)

Feast is Calabim-only, and done intentionally.

- Auto-upgrade promotions frequently didn't work. Most notably wall defender, and from another game the haunted lands buff as Scions. Got the promotion for manual upgrade though, so no biggie.

How do you mean, they don't work? When I use them, they show up as soon as reqs are met.

- Invisible tower mages (from nox noxis) won't stop barbs from entering the square and pillaging my dwarven fortress.

Side-effect of forts not having the bActAsCity tag; Planning to add it.

- No automatic war declaration from the last opponents to prevent Altar victory (like a Tower Mastery would trigger). They were kinda in love with me though (atleast 15+), but they just sat still and watched my borders while I won.

They may understand it better next version; Snarko has taught the AI to pursue that victory.

Might as well answer to a few of them (the ones I'm sure about), this way I'll save Valk a few minutes which he can then spend on bringing out the next patch faster :p.

Heh. Next patch is coming along; IDW is done, so just the Barb system (nearly done), Sidar (Opera is taking over that one), Mechanos (minor things, aside from removing Ordo), secret addition, and then art/music. :p

For a reason I never really understood slaves can be upgraded to Berserkers (and lunatics if you're following the Overlords), I believe that's something inherited from base FFH (might be wrong though).

I actually didn't know that one.
 
just ran ito a glitch with the jotnar in multi-player researched runes after it had been founded and got a thane also no more jotnar children only got one by turn 50
 
just ran ito a glitch with the jotnar in multi-player researched runes after it had been founded and got a thane also no more jotnar children only got one by turn 50

Recieving a free thane is not a glitch; The techs always do that. Allows you to gain the religion, even if someone else founded it.

As for the children: You most likely just got extremely unlucky. There will be a spawn display next version, so you'll be able to keep track of the odds.
 
That's wierd, in a single player game (in the last month or so, so definitely this version), I researched the RoK tech after it was founded and didn't get a thane.
 
This was mentioned some pages back, but the D'Tesh have no option for the -1 pop Sickness and plague event, I did a little digging in the files, and if I understand it correctly, it does appear that there is an option for them coded, but it is not enabled:
Code:
CIV4EventTriggerInfos.xml:17867
<Events>
                <Event>EVENT_SICKNESS_1</Event>
                <Event>EVENT_SICKNESS_2</Event>
                <Event>EVENT_SICKNESS_SCIONS</Event>	
</Events>
Code:
CIV4EventInfos.xml:3441
		<EventInfo>
			<Type>EVENT_SICKNESS_DTESH</Type>
			<Description>TXT_KEY_EVENT_SICKNESS_DTESH</Description>
			<bPickCity>1</bPickCity>
			<UnitClass>UNITCLASS_WARRIOR</UnitClass>
			<iNumFreeUnits>1</iNumFreeUnits>
			<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
			<iAIValue>1000</iAIValue>
			<PrereqCivilization>CIVILIZATION_DTESH</PrereqCivilization>
But I did find a "EVENT_SICKNESS_DTESH" tag under the scion one in EventInfos which is supposed to give them a warrior. I added it to the TriggerInfo, and of course have not gotten that event again yet.
Also Hi.
 
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