1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

RifE 1.20 Bug Thread

Discussion in 'Rise from Erebus Modmod' started by Valkrionn, Jun 29, 2009.

  1. overlordoftime

    overlordoftime Chieftain

    Joined:
    May 22, 2009
    Messages:
    14
    Location:
    .............
    I can't ge ton at all it keeps on crashing when I try to play.
     
  2. cyther

    cyther Lord of the Dance

    Joined:
    Jun 9, 2008
    Messages:
    1,033
    Location:
    Fane of Lessers
    Did you apply patch 3.19 or do you have an automatic update system?

    FF and thus FF+ are not updated to it yet.
     
  3. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    Sorry, missed that one... Only thing I can think of is what Cyther already mentioned. :lol:
     
  4. Haerzog

    Haerzog Warlord

    Joined:
    Jan 15, 2008
    Messages:
    125
    Location:
    Stafford, Virginia
    I would really like to have the Great General back, btw. That was one of the things I really appreciated about BTS when they took that mechanic from warlords. And it would really serve well to support a civilizations ability to repulse barbarian incursions.
     
  5. Vermicious Knid

    Vermicious Knid King

    Joined:
    Feb 7, 2007
    Messages:
    781
    Great Generals would be very nice indeed...but Great Commanders are sort of the same thing. Not sure having both makes sense.
     
  6. Darksaber1

    Darksaber1 Secret Emperor

    Joined:
    Jun 5, 2008
    Messages:
    2,220
    Location:
    Where you least expect me
    I have found a huge exploit-I have 4 Korrina the Black Ladys and counting.
    When Korrina becomes a haunt and back, a new Korrina is created, but it seems this only happens with a specific one Korrina 9e.g. you can have 4 Korrina, but only one will create a new one in your capital).
     
  7. WarKirby

    WarKirby Arty person

    Joined:
    Jul 13, 2006
    Messages:
    5,317
    Location:
    Glasgow, Scotland
    FF 0.51 is fixing an export concerning Korinna and Haunts. Something to do with blitz. It's probably the same thing.
     
  8. Darksaber1

    Darksaber1 Secret Emperor

    Joined:
    Jun 5, 2008
    Messages:
    2,220
    Location:
    Where you least expect me
    Korrina doesn't have blitz yet.
     
  9. funky munky

    funky munky Chieftain

    Joined:
    Nov 11, 2008
    Messages:
    10
    Hi, great modmodmod! Not sure if this is already known as a bug (or possibly a balance issue instead?) or if I should post it in a more specific Doviello+ subforum out there somewhere, because I kind of remember reading a discussion about their 'issue challenge' feature, but I looked around a bit and couldn't seem to find it again..

    anyways, just thought I'd add to the discussion that my last multiplayer game going as the Doviello under BDH, I noticed that when the Amurites cast their world spell, I could still cast 'issue challenge', but the 'accept challenge' option was disabled until spell casting was allowed again, and thought that mechanic seemed like something that would be operating independent of general magic availability. Not really a big issue, just wondering if fit for some reason.
    -fm
     
  10. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    Woops, forgot the bAbility tag on the accept challenge 'spell'. :lol:

    Will be fixed.
     
  11. armyofwhispers

    armyofwhispers Chieftain

    Joined:
    Apr 2, 2008
    Messages:
    92
    Location:
    Canada
    Playing as Doviello, I built the Duin-like UU for Dov(can't remember his name), and used his spell (the one to make every unit in your stack a werewolf) but nothing happened and he lost the ability to cast it again... No new werewolves... :( If it makes a difference, I was playing with 'No Duin' turned on. (I never manage to build him first and I figured that since I was playing as Duin, it made little sense for him to be on a different team...)
     
  12. Darksaber1

    Darksaber1 Secret Emperor

    Joined:
    Jun 5, 2008
    Messages:
    2,220
    Location:
    Where you least expect me
    The spell needs some 4 turn between casts.
     
  13. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    It only affects recon, and has a turn-between casts limit
     
  14. armyofwhispers

    armyofwhispers Chieftain

    Joined:
    Apr 2, 2008
    Messages:
    92
    Location:
    Canada
    ah... that would be nice to mention somewhere... I tried casting on my battlemaster stack...
     
  15. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    I think I put it in the tooltip... I know it's in the Doviello+ thread (Linked to, and mostly reproduced, in the Changelog thread).
     
  16. armyofwhispers

    armyofwhispers Chieftain

    Joined:
    Apr 2, 2008
    Messages:
    92
    Location:
    Canada
    Some serious problems with the mercurians... First Every time a mercurian or an infernal is summoned into the world, blight hits... not sure if that's a bug or not, but it's really crippling.

    Second, and I think this one has been mentioned before, but Basium is the only Mercurian leader that successfully spawns. All other die instantly when the mercurian gate is built. I know this because, since I wanted to play as the mercs, I used worldbuilder to remove the gate and add enough cash to rebuild it next turn. This resulted in a total of 5 blights including the normal one at 30 turns, the infernals, and two failed merc leaders before I got Basium.

    Third, as far as I know, mercurian leaders are supposed to perma-war with infernals, which was not the case in this situation.

    Lastly, whenever a good civ had a unit die, an angel spawned as per normal, but a python exception would pop up saying something about change unit experience variables didn't match up. (I'm at work so I can't give you the exact wording)
    If I remember correctly, the angel's experience is supposed to be based off of the unit that died isn't it? If so that's what's broken there since all of my angels start with no xp.
     
  17. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    Blight is an FF issue, but the other one is my fault. I'm removing the broken compact leaders anyway, so Hyborem and Basium are the only ones who will be allowed.
     
  18. armyofwhispers

    armyofwhispers Chieftain

    Joined:
    Apr 2, 2008
    Messages:
    92
    Location:
    Canada
    ah... that's too bad actually, I kind of enjoyed the idea of multiple demonic/angelic civs, but I also understand how it could be a pain to code and balance. Better to focus on the bezeri :D
     
  19. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    They may end up in again, but I'll have to write it myself, from scratch. Would rather work on the Bezeri first, like you said. :lol:
     
  20. jimmythes

    jimmythes Chieftain

    Joined:
    Apr 1, 2009
    Messages:
    29
    I'm playing next to Prime Minister Esirce, and his spawn rate for great people and adventures seems out of whack. It's turn 250 and he has 12 hero's and he just spawned two bards on the same turn. Both of the bards came from cities and not dungeons. It seems like every city acts as it's own civilization. I dont notice this when playing any other leader for grigori.
     

Share This Page