RifE 1.20 Bug Thread

Interface missing bug -

Hello - I've just started playing this quite excellent modmod, and I'm afraid my first two games have resulted in bugs in reasonably early game (turn 174) that have forced me to abandon them.

In both cases, there was some sort of crash - and on reloading the savegame, the interface is missing.

- I have no other mods installed (I removed FFH and Rise of Mankind folders entirely prior to loading this mod as I had read about BUG/Python conflicts).
- I have checked the ini file to ensure LoadModifiedAssets is correct as described

I have installed 2 of the modmod(mod)s from this forum:
- "Fall Under"
- "FlatXP"

I have the latest versions, and as this is my first encounter with this mod, I've not got any old versions in the folder. Straight 1.20 + 1.23 Patch.

Do you think you might be able to help? I've not got the enthusiasm left to start a third game when I can't be certain I won't have to simply abandon it before turn 200...

Edit - make that first 3 games :( Watching carefully, the interface stuffs up before it disappears. I lose the icons at the bottom which are used to give orders, then 1-2 turns later, it crashes. Reloading save a LONG way back can give me the interface back, but reloading a recent save just recreates the problem.

Edit #2 - Looks like this has been reported before in the Fall Under thread. I'll go have a word there, as well :-)
 
But I'm getting a consistent CTD that's wrecked one of the more amusing games I've ever had going... I'm wondering if it's got anything to do with the fiddling I've been doing in World Editor (I relocated the Infernals, they spawned right next to me... actually, I had to use the WE to GIVE the Calabim Infernal Pact, because they were too dumb to research it), but I can't figure out what's causing the crash. Tried deleting my seraphim on that little island, because the game kept crashing when they got there, but that didn't seem to work. It HAD been crashing a turn later, but I guess I went back and did things differently.

Not sure if you'll be able to tell a damn thing from this, but at least I tried! I don't BELIEVE I'm running any modmods, but I got the setup from a friend, and if he did add any mods I wouldn't really know. He doesn't think he's got any.

If you need more info out of me to make any sense of this I'd be glad to help!
 

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Is there a particular reason that adventurers cannot evolve into Grigori Medics?

-Moosh
 
Maybe not a bug, but something that'd need some clarification at least.

- Stephanos, the first rider, seem to be allied to me (Sheaim, owns holy city of Ashen veil). He attacks my neighbor, but leaves my wounded troops and poorly defended city. Units don't attack him, but share his square. Also, when my AV priests want to cast the flames thingy, I get the "casting this will cause you to declare war" message. Nothing happens when I do click the button though. Oh, and Stephanos also has the Feral banner flag.
 
Maybe not a bug, but something that'd need some clarification at least.

- Stephanos, the first rider, seem to be allied to me (Sheaim, owns holy city of Ashen veil). He attacks my neighbor, but leaves my wounded troops and poorly defended city. Units don't attack him, but share his square. Also, when my AV priests want to cast the flames thingy, I get the "casting this will cause you to declare war" message. Nothing happens when I do click the button though. Oh, and Stephanos also has the Feral banner flag.

The Sheaim make peace with the demonic barbarian faction when they follow AV. It's an incentive to raise the AC so you don't end up destroying yourself when all the demons start showing up.
 
The Sheaim make peace with the demonic barbarian faction when they follow AV. It's an incentive to raise the AC so you don't end up destroying yourself when all the demons start showing up.

Suspected something like that, even though I couldn't confirm it of course. These kind of things really need to be adressed clearly in civipedia and initial strategy tooltip. I, for example, could have left my inner cities with minor garrisons instead of heavy ones (bad experiences from other civs, hehe) and brought another army or two to the battlefields.

Obviously, there are tons of things with FfH and RiFE that you learn from experience. But some things really should be pointed out early to players new to RiFE or the civ, so you adapt your strategy early as well.
 
Obviously, there are tons of things with FfH and RiFE that you learn from experience. But some things really should be pointed out early to players new to RiFE or the civ, so you adapt your strategy early as well.

Completely agree, and this is the purpose of the wiki.

I'd suggest valk adds in a "new features" tag in the wiki for the civ pages to show notable changes from all the vanilla civs' mechanics, which could likely include short descriptions of amurite magic changes, sheaim demon peace, bannor chain of command (inherited from FF but still could do with a description).
Then again, we could always put that stuff in the strategy section of each page.:)

edit: or, just pop links on the page of each civ which links to a "chain of command" or "amurite new features" page which can go in the new mechanics section of the wiki. That way you could still keep detail of the new mechanics without cluttering up the civ page.
 
Completely agree, and this is the purpose of the wiki.

I'd suggest valk adds in a "new features" tag in the wiki for the civ pages to show notable changes from all the vanilla civs' mechanics, which could likely include short descriptions of amurite magic changes, sheaim demon peace, bannor chain of command (inherited from FF but still could do with a description).
Then again, we could always put that stuff in the strategy section of each page.:)

edit: or, just pop links on the page of each civ which links to a "chain of command" or "amurite new features" page which can go in the new mechanics section of the wiki. That way you could still keep detail of the new mechanics without cluttering up the civ page.

The second one is what I intend to do. For one thing, it can be easily added in that form to the pedia; Work in a 'Unique Mechanics' section which links to a concept page. This page lists any and all unique yields, climateforms, special abilities, etc.
 
Question, for the Grigori, what's the deal with the Luonnotar? Are they like the medics in that the adventurers cannot upgrade into them? Does them being classified as disciple units cause any issue?

And in 1.3, will the AI use mana nodes better?
 
Question, for the Grigori, what's the deal with the Luonnotar? Are they like the medics in that the adventurers cannot upgrade into them? Does them being classified as disciple units cause any issue?

And in 1.3, will the AI use mana nodes better?

As the Medic upgrades to the Luonnotar, and the Adventurer can now upgrade to Medic, you can have Adventurer Luonnotar units.
 
Well, I just played my first game of rife in a very long time(last version I played was 1.12), won a religious victory as the khazad on epic turn 500, standard map, though I could have done either domination or conquest by that point as I'd only left one other civ alive, with 800 points to my 9000.

I encountered a few of the usual bugs, like missing icons and txt_keys but I won't go into those since there's that new version looming.

One odd bug that I think is worth mentioning though is that at one point, toward the end, I took a small city from the amurite, gave it to the belseraph, then took it back from the belseraph, dropped a thane on it for a culture boost, and now its culture is 'broken'. It's a population 3 city with 21,474,836 culture (or the max value of an int with 2 decimals lopped off). I have no real idea what caused it, but have a few saves if it will help. I have no idea how to reproduce it.
 
This isn't exactly a RifE issue I think... I think it has to do with the reformed liches mod, but that thread doesn't seem to get much traffic. Also I'm thinking it's something I'm missing rather than a bug, but can anyone tell me why I cannot turn either of my 2 Arch Mages into liches? Is it because they're adventurers? Am I missing something?

-Moosh
 

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Can't really load your game without knowing exactly which mods you have, Moosh, but in order to 'upgrade' your arch-mages, they have to have Death 3, and be standing in a city. In that mod they get a button to become phylactery guards (that may have a tech requirement), which is then permanently stuck in that city, and you can only have one per city. The phylactery guard can then summon a lich.

Edit: I should say I don't know if there's any conflict with the Adventurer promo.
 
Can't really load your game without knowing exactly which mods you have, Moosh, but in order to 'upgrade' your arch-mages, they have to have Death 3, and be standing in a city. In that mod they get a button to become phylactery guards (that may have a tech requirement), which is then permanently stuck in that city, and you can only have one per city. The phylactery guard can then summon a lich.

Edit: I should say I don't know if there's any conflict with the Adventurer promo.

LOL, you answered my question, I FORGOT THE DEATH MANA! hahahaha.
 
Hey, not sure if this has been mentioned yet (or if there's something I'm missing here) but Sanctify (Life I) says in the tooltip it removes fallout, like the tiles conaminated in the goblin waste dumping random event (which I was lucky enough to get twice in the last game.... :( )

My adepts with Sanctify don't seem to be able to cast it on fallout tiles. Is this a bug, or something I'm doing wrong? (Also tried activating autocast for it, but no effect...)

Save attached if required. (also running with the Fall Under module, but I doubt that would impact this question...)
 

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