RifE 1.20 Bug Thread

I did a search, and it didn't come up with anything similar, so...

It's only a minor bug, but with both mana guardians and diakonos enabled for custom games, the diakonos seem to be targeting the guardians a lot with their 'lost' spell (can't remember the name) so they frequently end up guarding... well, nothing. (Though it is amusing to see a random champion guarding those verrrry valuable deserts, it vaguely defeats the point of the guardians...)
Magic resistance built into the 'held' promotion? I altered the promotion, and it seems to be working so far...
Also, great modmod... can't wait for 1.3 to be uploaded :)

The Guardians are no longer held. Instead, they are leashed. This means they can move up to X tiles away from their leash plot (mana, for the Guardians), and if they somehow get outside that range (lost), they will be able to move back towards their leash. They are also able to attack one tile past their leash range... So for all but the Lich, they will be able to move immediately adjacent to the mana, and attack one tile past that.
 
That sounds like it could be really painful if you happen to start out around a lot of mana nodes with the guardians enabled.
 
However you wanna do their World Spell is obviously okay with me, it's your mod, hehe. Yes I totally agree it makes sense from a lore stand point more people showing up, artists, healers, priests, engineers, etc, totally agree. You gonna change the description? hehe.

-Moosh
 
If one of my cities (with a barracks in it) is building a radiant guard and I research iron working, the build order is automatically replaced with a champion, and that city is blocked from building radiant guards. Any city that does not have a barracks in it can still build radiant guards as usual. Is this intended?
 
If one of my cities (with a barracks in it) is building a radiant guard and I research iron working, the build order is automatically replaced with a champion, and that city is blocked from building radiant guards. Any city that does not have a barracks in it can still build radiant guards as usual. Is this intended?

Most likely, the Radiant Guards upgrade to Champions, and are not set to bNonObsolete.
 
I know I've read somewhere that the Grigori sidequest system was being looked at... but just in case - I thought it was worth mentioning that Great Commanders and sidequests has a certain potential of being a too strong combo? Or they'll need it as the game goes further?
 
Turn 87, Hotseat Game (Human: Dural, Bannor, Archos, Amurites, Sidar, Mechanos, Illian. AI: Sheiam, Doviello, Balseraph (Eliminated), Elohim, two others IIRC) (You will have to play through all the turns for the Human players to see the bug.)

Issue: Dural player has a Barbarian Giant, strength 4.7/7, Combat 2, outside his capital. Inside capital, player has Two warriors, one of which is strength 5 from Conviction and Strong, and has a few other promotions due to a Mana Flare event.

Next Turn, the Dural player finds that both warriors have been evicted from his city and his city has been captured. The Giant has gone through the city, conquering it, and captured a worker on the tile next to the city.

There is nothing that would cause both warriors to move, as the Giant does not have a fear effect to evict the units from the tile, and neither warrior engaged in combat.

Perhaps this is intended, but it is rather odd that this occurs consistently.

Since this post seems not to have been noticed, I'll mention that I've had 3 games in a row when early AI Cities with multiple defenders have been captured by single attackers ( 2 by Wild Trolls & 1 by Minotaur). Playing SP games not hotseat.

Testing my existing game with WB it is because the Minotaur (movement 1 ) is passing through a Lanum city to capture a Worker on the other side of a river & capturing the city in the process. If you delete the Worker the minotaur is attacking the city and dying.
 
Since this post seems not to have been noticed, I'll mention that I've had 3 games in a row when early AI Cities with multiple defenders have been captured by single attackers ( 2 by Wild Trolls & 1 by Minotaur). Playing SP games not hotseat.

Testing my existing game with WB it is because the Minotaur (movement 1 ) is passing through a Lanum city to capture a Worker on the other side of a river & capturing the city in the process. If you delete the Worker the minotaur is attacking the city and dying.

I have also seen this behavior with minotaurs.
 
Coatlynn doesn't seem to be gaining promotions. I went into the WB and he is listed as having 1763 xp, and yet I have no auto xp gain with him. Just letting you guys know, thanks for checking it out. I can attach a save if you need it.
 
Coatlynn doesn't seem to be gaining promotions. I went into the WB and he is listed as having 1763 xp, and yet I have no auto xp gain with him. Just letting you guys know, thanks for checking it out. I can attach a save if you need it.

1763 in the worldbuilder is actually 17.63 in game. Multiply by 100. ;)
 
Please help. I get this error after the game finishes loading before the first turn:
"Microsoft Visual C++ Runtime Library
Runtime error

Program: ...lization 4 Complete\Beyond the Sword\Civ4BeyondSword.exe

This program has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information."

This is the only mod I get this error for. Civ 4 Beyond the Sword is 3.19 and Rife is 1.23. I am also running Win 7 if that makes a difference.
 
I had a CTD once in this game but reloading fixed the problem (not uncommon for Civ 4 BTW). Now, when I click to end the turn, the "waiting for..." message appears once the next turn begins (and the globe never quits turning). I am guessing that the AI is caught in a loop that fails to break. Also, I am playing "final five" and the turns left until another civilization is eliminated is incorrect. Here is the save game file from the turn before the AI infinite loop problem. View attachment QuickSave.CivBeyondSwordSave
 
Reloading the game, the mod, or the scenario? I have reinstalled the mod twice, and I have tried to play the mod several times, but to no avail. I'm a little leery of reinstalling the entire game because the base game and the other mod aren't giving me any problems with C++.

If you mean reloading the scenario, I can't get that far. I get to: scenario load screen --> black screen --> error. (when the map or movie should display.) maybe I'll try disabling in-game movies.
 
Please help. I get this error after the game finishes loading before the first turn:
"Microsoft Visual C++ Runtime Library
Runtime error

Program: ...lization 4 Complete\Beyond the Sword\Civ4BeyondSword.exe

This program has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information."

This is the only mod I get this error for. Civ 4 Beyond the Sword is 3.19 and Rife is 1.23. I am also running Win 7 if that makes a difference.

Make sure you are running 1.23, and not 1.20; Unpatched 1.20 had a problem that could cause a first turn crash, exactly as you describe.

Basically, make sure that the 1.23 "Trade Patch" is applied properly.

EDIT: Actually, it appears you are trying to load one of FfH's scenarios. Those do not work with RifE. Too much has changed between the two mods; We need to remove them.

I had a CTD once in this game but reloading fixed the problem (not uncommon for Civ 4 BTW). Now, when I click to end the turn, the "waiting for..." message appears once the next turn begins (and the globe never quits turning). I am guessing that the AI is caught in a loop that fails to break. Also, I am playing "final five" and the turns left until another civilization is eliminated is incorrect. Here is the save game file from the turn before the AI infinite loop problem. View attachment 256960

I can't take a look at it just now, but I can say that Snarko has fixed multiple issues that would have caused WoC errors.
 
Make sure you are running 1.23, and not 1.20; Unpatched 1.20 had a problem that could cause a first turn crash, exactly as you describe.

Basically, make sure that the 1.23 "Trade Patch" is applied properly.

EDIT: Actually, it appears you are trying to load one of FfH's scenarios. Those do not work with RifE. Too much has changed between the two mods; We need to remove them.

I get this error even when I start a new game in the play now button or custom scenario. So I'm not loading a ffh scenario.I'll try a complete uninstall and reinstalling. I did move the back folder from my G drive to C drive, If the reinstall doesn't work I may reinstall the whole thing.
 
I can't take a look at it just now, but I can say that Snarko has fixed multiple issues that would have caused WoC errors.
Does that mean version 1.3 (although not released yet) might already have fixed the issue I am having? If so, that would be great!
 
I get this error even when I start a new game in the play now button or custom scenario. So I'm not loading a ffh scenario.I'll try a complete uninstall and reinstalling. I did move the back folder from my G drive to C drive, If the reinstall doesn't work I may reinstall the whole thing.

That may cause it (GFC error, at least), but in that case the game just wouldn't start... Not sure of what would be causing your error. All I can say is try a reinstall, honestly.

Does that mean version 1.3 (although not released yet) might already have fixed the issue I am having? If so, that would be great!

Actually, yes and no. The error may already be fixed (and the AI WILL be better), but even if it was fixed, it would not help your game. 1.3 will completely destroy savegames, no way around it.
 
I get this error even when I start a new game in the play now button or custom scenario. So I'm not loading a ffh scenario.I'll try a complete uninstall and reinstalling. I did move the back folder from my G drive to C drive, If the reinstall doesn't work I may reinstall the whole thing.

Still no luck:( I don't even get to the start of a game anymore. I now get the error when the loading screen says "initiating graphics." I may just have to wait til v1.3.
 
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