RifE 1.20 Bug Thread

is there any way to find out what has desynced a game?

its frustrating when it desyncs every other turn after the 240th game. effectivly ending the game completely.

how is it possible that i can reload the game, play 5 turns solo, bring my friend back in and it desyncs immediatly?

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I can tell you this much: If someone joins a game in progress with FfH or any mod thereof, it will automatically go out of sync. You need to at the very least save and go back to the lobby and rehost it, even if it's just a problem with your connection causing the OoS.
 
Playing FFPlus has always been significantly more unstable than FF in multiplayer in my experience. Using the following guidelines we can usually get past turn 200ish without an OOS and reduce the inconvenience when they do happen:

The smaller the map you can bear to play on, the better. We play standard, 10-12 civs, high land %. The overall reduction in variables that can OOS a game increases stability significantly.

Dont let the Kuriotates play: http://forums.civfanatics.com/showpost.php?p=8452136&postcount=83

We also exclude the D'Tesh, as they seem to make the game stability worse.

Set your .ini file to autosave every turn. Also, if the game does OOS the game can be saved once a player leaves (this is best done by somebody with the majority "sync" value" ie if 3 players have the same red numbers after their name on the scoreboard, and 2 are different, the game should be saved by one of the 3 aforementioned players). Once the game is saved, everyone should return to main menu and the host should re-host the game. You should then be able to play on from the very same turn you experienced the OOS error. Beware however that those without the majority seed number may notice odd things that need correcting when they join, such as no assigned technology research or a city that has completed production, yet you have had no pop-up to select what is next.

Hopefully the ranged attack bug will be fixed soon and OOS in general will be less of an issue.

Hope this helps somebody.
 
Hello,

I came here looking for info on the Beduin farming floodplains bug and see that it needs a save to verify. The bug actually prevents the beduin from building anything other than a caravan route on floodplains! I'll attach a save game file demonstrating this (save is fully patched and uses the improvedFFplusAI mod). I really want to enjoy a game as Malakim but it seems every FFH modmod has them bugged in one way or another.

In addition the the no-build-on-floodplains bug, the malakim also suffer from a route planning bug where goto mode incorrectly counts the number of tiles on which malakim units will move when starting from a desert tile and moving to a non desert tile (or vice versa), in addition to occasionally saying the unit will take one path when it instead takes another (I've seen this with other civs too, and leads to annoying results like a worker stopping next to an enemy). The movement points bug is tied to the desert promotion malakim units have, so maybe that needs to be re-worked?
 

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Hiya, I've recently downloaded this mod but don't seem to access to either of the new civs. I'm getting a new opening screen, but the game itself seems to just be Fall Further. Anyone know how to remedy this?
 
I asked a friend to post a bug here yesterday, but I dunno if he did. I can't find where he asked about it if he did. But anywayz...

Isn't it a bug that the animal barbarians(Cernunos I think they are called?) can claim unclaimed forts existing outside culture borders? I was very surprised to see a hippogriff on a fort kill my scouts moving to claim the fort, but more surprised when my others scouts went back a few turns later to find it claimed by them! A fort commander, flying the animal barbarian flag... WHAT DO THEY PAY HIM?! BERRIES?!?! ... It was just stupid. I don't think animals should be able to claim forts... What next? Animal cities?!
 
Hiya, I've recently downloaded this mod but don't seem to access to either of the new civs. I'm getting a new opening screen, but the game itself seems to just be Fall Further. Anyone know how to remedy this?

That's very odd. You say you see the Fall Further Plus menu? I'm not sure why only some content would appear in that case.

I asked a friend to post a bug here yesterday, but I dunno if he did. I can't find where he asked about it if he did. But anywayz...

Isn't it a bug that the animal barbarians(Cernunos I think they are called?) can claim unclaimed forts existing outside culture borders? I was very surprised to see a hippogriff on a fort kill my scouts moving to claim the fort, but more surprised when my others scouts went back a few turns later to find it claimed by them! A fort commander, flying the animal barbarian flag... WHAT DO THEY PAY HIM?! BERRIES?!?! ... It was just stupid. I don't think animals should be able to claim forts... What next? Animal cities?!

This is a known issue. Currently problematic, but will be a bit more reasonable next version... Animals get the Archos commander, the Nesting Spider. Demons share with the Sheaim, and Orcish Horde shares with the Clan.
 
i seem to have solved my oos problem, i made it to 400 turns normal mode without an out of sync, never have i made it that far before without one.

what i did was maunally select the civilizations and made shure i did not include the following

kurionates
leigon
scion
 
That, and quite a bit of my own work to finish.

Need to finish up the pedia work. Namely, expose some tags to python, so I can use them to sort by.

Need to finish the Fort Commander work, including merging in Jeckel's Improvements Mod, so I can move the culture to the DLL... Improvements will generate culture naturally, if the tags are set. Higher improvements can also overwrite others, and it ALSO includes a range check. No more python to check how close a Dwarven Fort is in order to build another, same for the Lanun and their Pirate Harbors... The AI should understand the system better as well.

Need to start on the Leader change.

Need to merge Vermicious's newest Jotnar changes, should finish them off.

And quite a bit more. :lol:
 
When it comes round to it, if you have any questions about merging my AI mod then please ask I'll be happy to help.

To be honest it should be pretty easy, it fully replaces what is in the original so a straight copy-paste over the existing file would work unless you are looking to edit/add to it.
 
Valkrionn said:
This is a known issue. Currently problematic, but will be a bit more reasonable next version... Animals get the Archos commander, the Nesting Spider. Demons share with the Sheaim, and Orcish Horde shares with the Clan.

So wait... In the future animals will still be able to claim forts? They'll just have a custom commander? ... I guess I better watch out and expect that than...
 
I don't know is that FFH, FF or FFP issue, but Earth III promotion doesn't give any spell (I think it should be Summon Earth Elemental). I found it in pedia, than checked in world builder.
 
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