RifE 1.20 Bug Thread

Other than the red blobs for Elohim, I'm also having the following issues with them:
-Elohim towns are invisible (Cottages, villages, and hamlets are fine - just towns are buggy)
-Mage Guild doesn't show up in the new list of buildings.
-Adept can build roads and some other improvements, but not mana nodes (ouch).
^ not sure if either of those last two are wider issues.

i still play my elohim über game and didnt had a problem with adepts and building mana nodes (maybe its because i fixed the blob issue)...

i also dont have a problem with elohim towns - but i remember i "saw" some invisible buildings (or one building) in the elohim city art in the begining of my game. maybe it was the palace or some other early building but in the middle of the city there was a huge emty place.
 
Looks like we (By which I mean myself, Opera, and Grey Fox... Although he did most of the heavy lifting. ;)) have figured out why certain buildings weren't showing in the popup.

They were all buildings that were supposed to be displayed under military (Mages guild is one), but had a higher flavor for something else. As a result there was a bypass added so any building with a military flavor of 5 or higher can be put there... But when actually LISTING the building, it was required to be greater than 5. Added an =. ;)
 
Does Xivan's alignment choice pop-up crash anyone's MP? It seemed earlier to ctd my friend on the second turn of a game with myself playing Xiv --on my screen my friend, appeared merely to have OoS'd; but in fact, he was so out of sync that his game was closed--. It's fixed by a save-load-launch, but it is a bit annoying.

I wonder, does Decius still have an alignment choice pop-up in MP and if so does it to the same?

It might just be me, but its worth posting. --Sorry if this was mentioned, in another post.--


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Also, will the Guardian of Pristin's Pass still spawn on mountains in the next patch? --A question asked before, but I don't recall an answer.--
 
An interesting Bug: When switching from Goliath (Siege) to Goliath (Melee) while on Lenora, he was ejected and is unable to board again.
 
Then an ability to remove the Letters of Marque might be nice. As far as I can tell, no such ablity exists- the Declare Nationality spell appears not to exist for this particular clone of HN.
 
It doesn't? I thought for sure I put it in....

Code:
		<SpellInfo>			<!-- Declare Nationality -->
			<Type>SPELL_DECLARE_NATIONALITY_MARQUE</Type>
			<Description>TXT_KEY_SPELL_DECLARE_NATIONALITY</Description>
			<Civilopedia>TXT_KEY_SPELL_PLACEHOLDER_PEDIA</Civilopedia>
			<PromotionPrereq1>PROMOTION_LETTER_MARQUE</PromotionPrereq1>
			<bDisplayWhenDisabled>1</bDisplayWhenDisabled>
			<bHasCasted>1</bHasCasted>
			<RemovePromotionType1>PROMOTION_LETTER_MARQUE</RemovePromotionType1>
			<bBuffCasterOnly>1</bBuffCasterOnly>
			<bAbility>1</bAbility>
			<Effect>EFFECT_SPELL1</Effect>
			<Sound>AS3D_SPELL_HASTE</Sound>
			<Button>Art/Interface/Buttons/Spells/Declarenationality.dds</Button>
		</SpellInfo>
 
Not sure if you fixed this yet, but going by the 1.01 changelog, you haven't.

To make pirate coves buildable, you need to add:

<bWater>1</bWater>

and make the valid terrain type coast

Edit: Also make the minimum distance = 2 for the normal/old spacing rules. distance = 3 is 1 too big.
 
I recently got back into Civ and was checking out the recent mods. This one is pretty awesome, but at first I was getting CTD in the first couple turns of the game. I started disabling Kuriotates, Jotnar, and D'Tesh and was able to get a very solid game in (500) turns. Maybe it is dumb luck, but it seemed that had worked for some other people. (might only be related to one of the above races, not all of them -- I don't know.

I started a new game, and it was going pretty well, but I ran into an interesting crash that I think is related to something on the map. I am Doviello and have a wolf exploring far to the south of my main armies. Whenever I move the wolf to the west, I get an immediate CTD. I have done this 4 times to make sure it wasn't a fluke. One of the times I did some other things with my turn just fine, but it occurred again when I move the wolf west... since this is kind of interesting I have attached a save file. Find the wolf far to the south near Odio's Prison and move it west.

Wolf Crash

Otherwise, keep up the good work...the mod seems overall pretty stable. I know there are a lot of civs on the save game (started with 25), but I played another game like that up to about turn 500 without problems, so it isn't my machines ability to handle that many civs.

Look forward to the patch!
 
I know this has been mentioned in a few other places, but since this modmod has broken off a bit further I figured I'd post it here too.

I was testing my new Scorpion Clan Fort Commander (Clan UU) module and I noticed the new warrens mechanic is just plain broken (IMHO). I play quick speed and honestly without fail, If a new unit has the warrens promotion within 20 turn (at the very long end) each unit has gone barb. I build two settlers and both went barb before 6 turns were up. I'm not sure if percent chances are scaled with difficulty level or game speed, but that definitely doesn't seem like 1% chance per turn. (I am a math major, so I know enough to say this isn't a fluke - or I am the most unlucky person I've met)

Personally I don't like the barb chance at all. I think the strength nerf is enough of a penalty. I know it was for flavor but it's just annoying. If you don't want it to go, can we at least make the promo a bmustmaintain with a maxagelimit. I would prefer an age limit to a level limit, as if you have worker promos off, gretchins have no way to remove the promotion and you can watch them disappear.
 


i loaded Alcinus on a Trireme to prefent him from running away when he get crazed. but after some time he got barbarian and was "teleported" to the next valid land plot where i killed/captured him. the problem is that the cargo space of the ship wasn't reset when the whole barbarian/teleport thing happend. even if i use the naval promotions (Longshoremen,...) in a city the cargo space is taken and cant be used.
 
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