RifE 1.20 Bug Thread

Something I just realised - Orthus and Acheron haven't spawned in any of my last (give or take) 6 games. 4 horsemen spawned fine, as did Margalard and.. The other ape, same with the leviathan. Just not the 2 early game horrors.

Start a Play Now! game to make sure you don't have their options turned on... They're invisible, so you shouldn't be able to turn them on, but there are issues like that when switching between mods that have different options... IE, FF and FFPlus.

This once, I can say it's definitely NOT a bug, as they spawn just fine in my games now and spawned just fine in my games before I put out 022. ;)
 
Hm, in a play now game they spawn fine, but how do I make them spawn in a custom game? Can I edit any XML where the invisible box would be ticked?
 
Couple of bugs to report in my Khazak Prince PerfectWorld game:

1) Caravel explored a ship lair and got the portal event - Which teleported it to a far away land square rather than water.

2) Druids killed Orthus. There's a treasure chest sitting there greyed out - can't open it. (I'm at peace with the animals - due to Natures Revolt - if that matters)
 
- I also had the ship portal event and was teleported in the middle of a desert. (That somehow reminded me of Pirates of the Caribbean :lol:)

- My elohim workers can build Yarangas. Is tis ok or is this a Doviello improvement only?

- I have a unit with the Black Mirror. Sometimes when I cast Mirror my illusion Doppelgänger is not on my plot, he's somewhere else - last time he attacked Acheron the Red Dragon after casting. Is this intended (some kind of crazed) or a bug (so it was just bad luck that he happend to span on the same plot like the dragon)?
 
- I also had the ship portal event and was teleported in the middle of a desert. (That somehow reminded me of Pirates of the Caribbean :lol:)

- My elohim workers can build Yarangas. Is tis ok or is this a Doviello improvement only?

- I have a unit with the Black Mirror. Sometimes when I cast Mirror my illusion Doppelgänger is not on my plot, he's somewhere else - last time he attacked Acheron the Red Dragon after casting. Is this intended (some kind of crazed) or a bug (so it was just bad luck that he happend to span on the same plot like the dragon)?

I'll have to look at the Ship Portal event... Not one I added at least. :p

Yarangas are available to anyone. Doviello just get enhanced yields from them. ;)

Again, not one I did thankfully... Not familiar with the item's code. I'll take a look at it.
 
Okay, I'd like anyone who posted a bug report to please look at this list, and let me know if I missed your post. ;)

Bug Fixes:


  • Fixed Missing artwork
  • Added python making Feris the the Mechanos hero, for Revive purposes. Only important on the offchance they get an archmage with life 3 somehow. ;)
  • School of Govannon code fixed. Contained references to SPELLSPHERE_2B, from RLD... Changed to SPELLSPHERE_3. Amurite units can now gain archmage level spells on creation in the late game... May remove this, need to play test.
  • Acheron is no longer Held; Instead, he is leashed.
  • pPlot defined for onCityAcquired - Fixes a bug with the D'tesh.
  • Frozen building code moved to onCityAcquired - Prevents OOS's
  • pPlot.canHaveImprovement checks removed from the various Found Lair spells, fixes bugs concerning Griffon/Hippogriff Weyrs
  • iLizCiv1 & 2 defined for Spring
  • Typo in Spring corrected
  • StateNames fixed
  • Cuai Ixl and Mihuatl can now lead the Cualli, as intended
  • Ophelia now correctly gains Korinna when leading the Scions
  • Railroads now correctly require BOTH Refined Mana and Iron, as well as Engineering.
  • Pirate Cove no longer requires Flatland - Should allow it to be built, not tested as yet.
  • TXT_KEY_UNREADY_BLOCK defined - Affects the mouse-over text for the Unready promotion granted by Tya.
  • The 'Less likely to spread' text for Emperor's Cult now displays correctly.
  • Greater Textus promotion no longer blocks the lesser version
  • Unready now applies correctly to Apprentices
  • Questing correctly grants xp
  • Hippus Fort Commander 'Hire Mercenary' spell is now a new spell, rather than an overwritten version of the orginal.
  • Bow of the Long-Sighted and the three Shards can now be properly picked up/traded to a new unit.
  • Tower Mages are now unable to recieve Unready.
 
Couple of bugs to report in my Khazak Prince PerfectWorld game:

1) Caravel explored a ship lair and got the portal event - Which teleported it to a far away land square rather than water.

2) Druids killed Orthus. There's a treasure chest sitting there greyed out - can't open it. (I'm at peace with the animals - due to Natures Revolt - if that matters)

Nevermind #2 - he withdrew from combat and there just happened to be a treasure chest in same square. Still can't open it tho.
 
Minor Bug: When Corane is defeated, the little popup is incredibly large due to his picture, causing it to have scrollbars, and it still doesnt show the whole thing.

Minor Bug: Archosian Culture at 11481700% (Or something) located on a fortress after they were defeated. Corane no longer appears on the diplomacy however.

Minor Annoyance that may or may not be WAD: Scorching your colony's teritory is a declaration of war. Since they're in pure ice and I cannot gift them Mages/Adeptus to scorch, and we are NOT the Illians (Mechanos), I should be able to scorch it back to Plains. If that's a bad idea, perhaps starting the Mechanos Colonies with an Adeptus if the Parent Civ has Machinery? Also, spawning defenders in ALL of the Colony cities, not just the capital would be nice, as it requires two cities and one is nearly always left defended. I specify the Mechanos as where other civs can get religions and mages, the Mechanos Adeptus requires a Clock Tower in the city which requires the Ordo Machinarum religion which can only be spread by Mechanos Adeptus. Without it, Mechanos Colonies are screwed terrain and religion wise.

Minor Bug: Strategist Commanders may still take Battle Field Tactics as a promotion even though they already have it.

Minor Idea: To Boost Strategist, consider making Tactics I a PrereqOR for the Medic and Slaying promotions?

Minor Text Error: Command Posts and the Epics refer to generating Great Commanders with points instead of the percentage boost they give.

Minor Annoyance: How come Deer/Arctic Deer/Bison not count for the purposes of the Fertility Spell?

Minor OH GOD WHAT IS THAT: Please change the model for the Wyrm so it doesn't stand straight up. I thought it was something far more phallic when my Hunters came upon it. Making it bend over a bit so it doesnt stick straight up would really help with that.
 
Minor Bug: When Corane is defeated, the little popup is incredibly large due to his picture, causing it to have scrollbars, and it still doesnt show the whole thing.

Minor Bug: Archosian Culture at 11481700% (Or something) located on a fortress after they were defeated. Corane no longer appears on the diplomacy however.

Minor Annoyance that may or may not be WAD: Scorching your colony's teritory is a declaration of war. Since they're in pure ice and I cannot gift them Mages/Adeptus to scorch, and we are NOT the Illians (Mechanos), I should be able to scorch it back to Plains. If that's a bad idea, perhaps starting the Mechanos Colonies with an Adeptus if the Parent Civ has Machinery? Also, spawning defenders in ALL of the Colony cities, not just the capital would be nice, as it requires two cities and one is nearly always left defended. I specify the Mechanos as where other civs can get religions and mages, the Mechanos Adeptus requires a Clock Tower in the city which requires the Ordo Machinarum religion which can only be spread by Mechanos Adeptus. Without it, Mechanos Colonies are screwed terrain and religion wise.

Minor Bug: Strategist Commanders may still take Battle Field Tactics as a promotion even though they already have it.

Minor Idea: To Boost Strategist, consider making Tactics I a PrereqOR for the Medic and Slaying promotions?

Minor Text Error: Command Posts and the Epics refer to generating Great Commanders with points instead of the percentage boost they give.

Minor Annoyance: How come Deer/Arctic Deer/Bison not count for the purposes of the Fertility Spell?

Minor OH GOD WHAT IS THAT: Please change the model for the Wyrm so it doesn't stand straight up. I thought it was something far more phallic when my Hunters came upon it. Making it bend over a bit so it doesnt stick straight up would really help with that.

Okay, going down the list...

Woops, used his leader pic rather than the popup. Fixed.

Yeah, improvements can still be putting out culture for a defeated civ... I'll look at how to fix it. In the meantime, claiming it for yourself will fix that.

Will look at this... I think Sephi did something for declaring war via spells already. I'll also attempt to rectify the Colony code, no promises there.

Yeah, that's because it's technically a clone, so I could make it AC for Commanders. Need to make the clone block the original.... Fixed it.

Could work with that... Mind posting it in the Ideas thread so I don't lose it?

What exactly do you mean here?

Not sure... I'll rectify that though. ;)

:lol: Well... I would, but I'm not an art guy at all. Would need someone else to attempt that. Maybe post about it in the Dune Wars thread? That's where it comes from, after all.
 
What exactly do you mean here? In referrence to the Commander Emergence Text Issue

The Pedia Entries as well as the Sid's Tips for The Command Post, National Epic, and Heroic Epic all refer to the increase of making the city more likely to generate a Great Commander, a feature that was more in tune with the generation via GPP than Combat Experience and therefore should be changed to make note of the way that Great Commanders are generated, as they all spawn in your capital anyway.
 
The Pedia Entries as well as the Sid's Tips for The Command Post, National Epic, and Heroic Epic all refer to the increase of making the city more likely to generate a Great Commander, a feature that was more in tune with the generation via GPP than Combat Experience and therefore should be changed to make note of the way that Great Commanders are generated, as they all spawn in your capital anyway.

Ah, gotcha. I'll track down the textkeys. ;)
 
Hm, has haste changed mechanics? It seems to last forever now, if not engaging in combat. After engaging in combat it seems to wear off after one turn, like it used to. Has the wording not been changed or is this a bug?
 
Hm, has haste changed mechanics? It seems to last forever now, if not engaging in combat. After engaging in combat it seems to wear off after one turn, like it used to. Has the wording not been changed or is this a bug?

So long as you have a caster in the stack capable of casting Haste, your units will remain hasted.
 
Okay, I'd like anyone who posted a bug report to please look at this list, and let me know if I missed your post. ;)

Bug Fixes:


  • Fixed Missing artwork
  • Added python making Feris the the Mechanos hero, for Revive purposes. Only important on the offchance they get an archmage with life 3 somehow. ;)
  • School of Govannon code fixed. Contained references to SPELLSPHERE_2B, from RLD... Changed to SPELLSPHERE_3. Amurite units can now gain archmage level spells on creation in the late game... May remove this, need to play test.
  • Acheron is no longer Held; Instead, he is leashed.
  • pPlot defined for onCityAcquired - Fixes a bug with the D'tesh.
  • Frozen building code moved to onCityAcquired - Prevents OOS's
  • pPlot.canHaveImprovement checks removed from the various Found Lair spells, fixes bugs concerning Griffon/Hippogriff Weyrs
  • iLizCiv1 & 2 defined for Spring
  • Typo in Spring corrected
  • StateNames fixed
  • Cuai Ixl and Mihuatl can now lead the Cualli, as intended
  • Ophelia now correctly gains Korinna when leading the Scions
  • Railroads now correctly require BOTH Refined Mana and Iron, as well as Engineering.
  • Pirate Cove no longer requires Flatland - Should allow it to be built, not tested as yet.
  • TXT_KEY_UNREADY_BLOCK defined - Affects the mouse-over text for the Unready promotion granted by Tya.
  • The 'Less likely to spread' text for Emperor's Cult now displays correctly.
  • Greater Textus promotion no longer blocks the lesser version
  • Unready now applies correctly to Apprentices
  • Questing correctly grants xp
  • Hippus Fort Commander 'Hire Mercenary' spell is now a new spell, rather than an overwritten version of the orginal.
  • Bow of the Long-Sighted and the three Shards can now be properly picked up/traded to a new unit.
  • Tower Mages are now unable to recieve Unready.
Missing the one where a few building aren't included in the improved "what do you want to build" pop-up
 
Mage Guild seems to be one of them. Also have I keep getting kelp forests on land when using Big and Small.
 
Should the Guardian of Pristin pass be able to start on a mountain? It might make it difficult to use the triforce thingy.
Image in spoiler:
Spoiler :
Picture.png
 
Back
Top Bottom