RifE 1.20 Bug Thread

Hiya, just played a few hundred turns as the Amurites and I'm having a blast!

Couple bugs / issues though, I don't know if any of them were reported or if my install is messed up.

Anyways, I spend a large amount of time trying to get the master of the elements promotion, which I *finally* did after doing that ritual that makes new mana and getting ice mana. However, my hero-mage guy didn't auto learn it after getting the master of fire and water \& M of Ice promotions. I had to add it myself from worldbuilder. Minor bug.

I also couldn't use or even see the option to use the Amurite world spell, I assumed I needed more tech but I researched almost all the mage techs and I don't have it. Any specific requirements? (The pedia entry is empty so Idk from that)

Last one, when a great general makes a fort for the amurites with his snazzy fortbuilding spell, the commander isn't a mage. Probably already been noticed but I just thought I'd mention it.

Thanks for the awesome mod, I'm off to launch some shooting stars at Archon spiders. If I can find them, that is! Sneaky devils.

No Mastery promotion beyond the first level is autoacquired; You must gain a level and promote to it. So not a bug at all. ;)

IIRC, Arcane Lacuna doesn't have any reqs other than an Arcane unit must cast it. Which will change in the next version (already has) but how that will happen will not be mentioned as yet. New feature. :p

That one is known, and fixed in 1.3.

Got that Mechanos game to work again somehow, it seemed to fix itself eventually. This new one however I'm having no such luck. I'd love to get to the end of their tree in this game, but I've ran into an end of turn repeatable ctd. Having locked out worldbuilder, I suppose it may be a bit harder to get past this ctd, but if it's at all possible, that'd be great. I hope whatever I'm finding helps out with finding bugs as well, cause at 1.1 mb, I know I'm not running into memory allocation errors when I can run saves that go to 2.5 mb easily.

Locking out the worldbuilder is bad for debugging. But honestly, I do the same when I'm playing to actually play the game. :lol:

For the future, don't disable the worldbuilder. It's very handy, especially for fixing CTDs.

I've found that the main source of CTDs in the current version is when an invisible unit is in the same tile as a hostile unit, attacks yet another unit, and then tries to capture the defeated unit. The hamsters, with their 100% chance of capturing defeated units, tend to make this 100% repeatable. If you don't mind editing the xml, you can open up CIV4UnitInfos.xml, scroll down to the hamsters, and change the <iUnitCreateFromCombatChance> tags to a value that is less than 100.

Of course, that may not even do anything if you don't have new random seed on reload enabled, which you should, from now on. If that doesn't work and you're really desperate, you can go back to unitinfos and remove the <INVISIBLE>INVISIBLE_ANIMAL</INVISIBLE> tags from all the variations of the hamsters, spiders, scorpions and gorillas.

None of that will save the game. Locking the assets makes the game unplayable if any python/xml changes.

In any case, I believe that should be fixed in 1.3; Very few animals create new animals at this point.

Apologies if this has already come up; a forum search didn't turn up anything, and I didn't want to read through all 100+ pages of the bug thread.

I was playing a game as the Kahdi, and I had a thade with Mind I casting inspiration in a city. I end the turn, the Amurites cast Arcane Lacuna, all the other players' turns (including the Barbarians) seem to proceed normally, and the the game crashes. So I loaded up the save file from the previous turn, moved the thade out of the city, and when I ended the turn this time, there was no CtD, and everything proceeded normally.

Sounds like there may be an issue with maintained spells, then. Will see if I can duplicate it.
 
Sounds like there may be an issue with maintained spells, then. Will see if I can duplicate it.

Actually, the game crashed on the next turn anyway.

Edit: I've attached the files from the two turns. The turn 228 one is the one with the thade casting inspiration; the turn 229 one is the one where I made the thade stop casting inspiration but the game still crashed.
 

Attachments

So I finally got my new computer and can actually handle a large game of RifE with just about every civ. I decided to play as Bannor, and I noticed a couple of issues:

1) For whatever reason at this point in the game I can no longer build workers, and this hurts since I lost a bunch via ambush...

2) The other civilizations are not using the mana nodes AT ALL. Some have other random improvements built, some just aren't touched.

3) Bane Divine screwed me... According to the text, all the divine units are supposed to become level 1 prophets with no promotions... yeah they were just removed from the game. I lost my 4 Paladins, all my Confessors, Crusaders, Clerics, and my Sphener (Who i made into a badass!), these guys were about 2/3 of my standing army. So yeah, heh. Level one guys, with no promotions, I can level up again, nothing at all? Sad Panda.

Just a few things I noticed. I tried doing a search to see if these had been mentioned before, but i didn't see em.

-Moosh

P.S. I had to make it a .rar as by itself the file was too big for these forums.
 

Attachments

If Bane Divine does that, it sounds like a gamebreaker for me if I play as Bannor or Malakim =/
 
1) For whatever reason at this point in the game I can no longer build workers, and this hurts since I lost a bunch via ambush...

You're in Crusade and cant build economic stuff. You need to make peace somehow to leave but you cant talk to your enemies. Try to get a unit to the Seven Pines, they will be able to cast a spell to make peace with everyone. Caveat: The Pines may not be in the game and someone else may have used the ability before you.

Otherwise, crush your enemies, it's hard to be at war with someone who does not exist.

2) The other civilizations are not using the mana nodes AT ALL. Some have other random improvements built, some just aren't touched.

Yeah, the magic AI is weak.

3) Bane Divine screwed me... According to the text, all the divine units are supposed to become level 1 prophets with no promotions... yeah they were just removed from the game. I lost my 4 Paladins, all my Confessors, Crusaders, Clerics, and my Sphener (Who i made into a badass!), these guys were about 2/3 of my standing army. So yeah, heh. Level one guys, with no promotions, I can level up again, nothing at all? Sad Panda.

It just kills the units, ever since the Prophet unit was removed. Chalk it up to experience.

Since you are Bannor and in crusade, any Town you own has a chance to spawn a Crusader(?). That may help you get back in the game.
 
An AI actually built Bane Divine? O.o
 
Two small things:

- I had 3 armies selected at the same time as ordered my warchief(s) (Chislev commander) build a field fortification. I didn't notice until they were complete, but since all 3 warchiefs computed the command I got multiple fort commanders (not windtalkers either, but standard fort commander).

- Dominion (satyr) ability wasn't lost when resisted (got a message it was though). Instead, it seem to work like the satyr is a commander with 3 minions at maximum? Also, when the minions chose to 'leave army' they become barbarians, which may or may not be intended.
 
Having an issue that civilizations won't stay dead if they have a fort outside cultural borders when their last city is conquered. The normal "i'm-defeated"-message appears but they stay on the scoreboard. Weird thing is, they still counts as defeated so a conquest victory was possible... but at the same time they are in play (and would, for example, trigger the High-Low optional setting).
 
A known bug, apart from forts it may also be caused by invisible chests owned by the defeated player, atm the only workaround is to remove the problematic object in the worldbuilder.

Since the entire fort system has been reworked for 1.3 I assume it has been fixed. (?)
 
I did not know that about crusader, thank you. Now Bane Divine, is that slightly over powering or is it just me?
 
A known bug, apart from forts it may also be caused by invisible chests owned by the defeated player, atm the only workaround is to remove the problematic object in the worldbuilder.

Since the entire fort system has been reworked for 1.3 I assume it has been fixed. (?)

The fort system has not been reworked, it's just been worked into the barb system. There aren't too many changes there.

I have an idea on how to fix that bug, just need a bit of time to implement it.
 
Speaking of bugs, is the one where equipment is lost inside cities being fixed in 1.3? For instance, say a warrior with a ring of perception is defending a city. The warrior is defeated, the ring drops to a treasure chest, the city is taken, and then the treasure chest vanishes, taking the ring with it.

I don't think it only happens when cities are conquered, though. I'm pretty sure I've lost a treasure chest containing a healing potion when another, unrelated unit constructed a command post or something.
 
The fort system has not been reworked, it's just been worked into the barb system. There aren't too many changes there.

I have an idea on how to fix that bug, just need a bit of time to implement it.

I thought forts were putting out real culture now? (Or was that scheduled for a later patch?)
 
Wondering if I could get some help/input on what may be just a simple version issue... I thought I had the most recent version (1.23, with the trade patch), but I noticed in my last game that my privateer was pulling down 500 gpt (250 each from 2 different cities in his radius) so I suspected maybe I still needed the trade patch, or that I didn't install it correctly. On the other hand, I see listed in the trade patch notes the change to 'timid animals', and that option DOES show up in the menu when I start the game, leading me to believe that maybe the patch IS in there already... (Oh, and I also still see the occasional water-walking bear... is that a sign I have an older version?)

Short version: I thought I had the most recent (1.23 + trade patch), but now I'm not sure, and can;t figure out the best way to determine if I'm fully up to date. (Of course, if 1.3 is out there floating around somewhere, this would also settle my question! :p )

A side note: a big thanks to the team; I hope you all realize how much we appreciate your efforts!
 
I thought forts were putting out real culture now? (Or was that scheduled for a later patch?)

Oh, that's really a minor thing. They still use Cultural Control, they just also put a certain amount of 'real' culture into the tile.

Wondering if I could get some help/input on what may be just a simple version issue... I thought I had the most recent version (1.23, with the trade patch), but I noticed in my last game that my privateer was pulling down 500 gpt (250 each from 2 different cities in his radius) so I suspected maybe I still needed the trade patch, or that I didn't install it correctly. On the other hand, I see listed in the trade patch notes the change to 'timid animals', and that option DOES show up in the menu when I start the game, leading me to believe that maybe the patch IS in there already... (Oh, and I also still see the occasional water-walking bear... is that a sign I have an older version?)

Short version: I thought I had the most recent (1.23 + trade patch), but now I'm not sure, and can;t figure out the best way to determine if I'm fully up to date. (Of course, if 1.3 is out there floating around somewhere, this would also settle my question! :p )

A side note: a big thanks to the team; I hope you all realize how much we appreciate your efforts!

1.23 is correct, the blockade bug is actually caused by the Trade Patch specifically. It will be fixed when 1.3 comes out.

Seeing as I've been in Tallahassee since Thursday, and drunk the majority of the time, it's been put back a few days. :mischief: Last weekend I get to party, though, so it had to be done. :lol:
 
You could have always programmed drunk, I'd like to see what would happen to Erebus if the gods decided to create it wasted XD
 
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