RifE 1.20 Bug Thread

Not sure of any way to fix the cargo space bug, really.

i can cast Earth's Boosom on a hill plot. if this spell should create hills on flat land plots it should be blocked on hills.
i'm not a english expert at all :) but isnt bosom spelled with only one o?
also the alpha level of the button of this spell is somehow bugged.

Good point. Should write a req up for it....

It is, but I didn't write the text. :lol:

You mean the icon the promotion shows when you mouse over the unit? Will check it.
 
Not sure of any way to fix the cargo space bug, really.

how about blocking units from getting barbarian when loaded on ships?


and another thing:
i have a crazed hawk (i think he got the crazed promotion from an asylum) and he's driving me crazy because he won't sleep when he gets enranged (or whatever the name of the promotion was).
 
Took over a goblin fort on top of some rice and recruited a fort commander. Then I built a farm on the tile. The result was me with rice and a fort commander guarding it. I thought the Commander was supposed to die when the fort was removed? He's been alive for about 20 turns now.

 
I found a bug! This bug called lag! this game need severe Optimization, as I try to play as Mechano, and build 4 city and got severe lag like it's the modern/future era in vanilla...
 
Took over a goblin fort on top of some rice and recruited a fort commander. Then I built a farm on the tile. The result was me with rice and a fort commander guarding it. I thought the Commander was supposed to die when the fort was removed? He's been alive for about 20 turns now.

Related to this, I see fort commanders without forts all over AI territory. It's like they build a bunch of forts early on around their cities, get commanders, then build a farm or cottage or something over it. They don't appear to know how to use them though, as I don't remember one ever firing at me.
 
So, there is a bear charging across the seas to attack me...lol.

Image in Spoiler:
Spoiler :
BearwithWW.png


---

Also, what is the symbol next to the leader's alignment? It almost looks like a military ranking.
 
Actually, not a bug. Bears were given water walking, and banned from entering the Ocean... They DO fish, after all. :lol:

The symbol is your LeaderStatus, and it IS meant to look like a military rank.

One Chevron in Green = Emergent
Chevron + Star, in Blue = Minor
Two Chevrons + Star, in Purple = Major
 
Hate to be the first one reporting bugs.. :<
But, the Salt art seems to be lacking in my RifE.

And, Xivan's units have Winterborn? Is this intended? Playing as Amurites, if it matters.


Edit: Typo, hehe.
 
Hate to be the first one reposting bugs.. :<
But, the Salt art seems to be lacking in my RifE.

And, Xivan's units have Winterborn? Is this intended?

How do his units have Winterborn? Do they happen to be in a stack with an Ice 3 archmage? If not, it's a bug.

As for the Salt... Sorry bout that, forgot the folder. Uploaded a new version of the installer. :blush: In fact, I added all the new resource art I had found... Will make life easier later on, once I find the cause of the Fonts bug. ;)

Edit: Thinking '<PrereqPromotionsOnTile>' might not actually be working... In which case, expect a second hot fix.
 
I can confirm Salt being a red blob of doom (tm) ;)


Also elven workers need a ton of turns to improve one tile, even after researching the right tech. (eg. normals speed, Animal Husbandry is researched, but a pasture still takes 11 turns at workrate of 100)

I know in FFH elven worker were supposed to improve tiles slower than "normal" workers and thus got a base workrate of 80, but in FF (or Rife now) it seems that the calculation to build improvements in A.F./Forests is still broken - elven workers build improvements at the correct speed when building on non-forested tiles, but take quite long (11 turn for pasture, eg.) in forested tiles and extraordinarily long (20+ turns) in Ancient Forests.
So how about a small quickfix of a base workrate of 100 untill you guys find a solution for the forest-problem ?



Also a small nag (normally i don't nag around):
Is there a way to disable all those new, shiny and beautiful animals ? They really look cool, but seeing STR 9 Lizards on Turn 40 just makes expansion quite impossible - even svartalfar with hunters (if those would be available that early) can't kill those - how are other civilizations supposed to get a second city ?
Or is there a way to tone down the Str of those packs ? (e.g. Str 3/4/5/7/9 instead of 3/6/9/18/33 ?)
 
Also a Healer just grants +3 Health (which seems quite redundant btw as health normally is never a problem this mod) and 3 GPP, it/s/he does not grant +1Food like the changelog states.
 
I can confirm Salt being a red blob of doom (tm) ;)


Also elven workers need a ton of turns to improve one tile, even after researching the right tech. (eg. normals speed, Animal Husbandry is researched, but a pasture still takes 11 turns at workrate of 100)

I know in FFH elven worker were supposed to improve tiles slower than "normal" workers and thus got a base workrate of 80, but in FF (or Rife now) it seems that the calculation to build improvements in A.F./Forests is still broken - elven workers build improvements at the correct speed when building on non-forested tiles, but take quite long (11 turn for pasture, eg.) in forested tiles and extraordinarily long (20+ turns) in Ancient Forests.
So how about a small quickfix of a base workrate of 100 untill you guys find a solution for the forest-problem ?



Also a small nag (normally i don't nag around):
Is there a way to disable all those new, shiny and beautiful animals ? They really look cool, but seeing STR 9 Lizards on Turn 40 just makes expansion quite impossible - even svartalfar with hunters (if those would be available that early) can't kill those - how are other civilizations supposed to get a second city ?
Or is there a way to tone down the Str of those packs ? (e.g. Str 3/4/5/7/9 instead of 3/6/9/18/33 ?)

Salt is fixed in the new version of the installer. ;)

The worker bug I will make sure to look into when I get back.... Putting it in the first post.

Not at the moment. Aside from not researching the techs that allow them to spawn... But that's not displayed, and isn't really a great idea anyway. They may be toned down later on, or even strengthened... We're thinking of making the Orcs and Animals at war with each other. ;)

Bannor Garrison Captains still can not lead units.

Will put it in the first post.

Also a Healer just grants +3 Health (which seems quite redundant btw as health normally is never a problem this mod) and 3 GPP, it/s/he does not grant +1Food like the changelog states.

Health will be more important later on... Planning to introduce plagues, just got sidetracked. :lol: In the meantime, the healer's main purpose is to provide the Healer unit. Priestly healing for agnostic civilizations.... Kahdi and Dural got a few bonus slots there, as Dural can't get priests.

As for the Food, that was removed without updating the changelog... Or rather, the post I copied into the changelog. :lol:
 
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