RifE 1.20 Bug Thread

I redownloaded the patch, I still dont have salt, in the pidia when I try and look at salt I get the error shown in the attached screen shot.

Also, not sure if it is a bug, but a Allosaur (Str 12) on turn 33 (epic speed) is way too much.
 

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Alright.... Major enough bug that I'm putting up another new version. :lol:

Issue is with the PrereqPromotionsOnTile tag. What you're seeing is meant to be a passive effect applied to any unit in a stack with a Master of Ice archmage... It's not checking for the promotion, though. Removed it for now.
 
In the religions Screen (F7), Ordo Machinarum is just a violet square.
(in de Pedia it's fine)


Health will be more important later on... Planning to introduce plagues, just got sidetracked.
I like mods where health actually matters (like Planetfall), so I'm intrigued by this idea.
Not sure what your plans are, but perhaps reducing the free health bonus of most resources would be a start - e.g. you kinda already get a huge Bonus to food and hammers when improving a cow/pig/sheep/clam/fish/etc. tile, why should you also get free health ? If there would be less "free health sources" , then stuff like granary/smokehouse granting a health bonus depending on your resources would be alot more appealing to build... Kinda like saying: "Corn grants you alot of food, but you will just get it's healthy benefits once you build granaries to keep it from rotting far too fast"

(Or spend a healer specialist slot (invest 2 food) to gain those 3 health (which would result in netting 3 food if you'd actually have health issues). More choices = good imho.
 
Alright, installed the latest version, after the "salt fix."

Now, whenever I attempt to get into the world builder to see if it works, I get a CtD.

Edit: Love the new opening music, btw.

EditEdit: Either the new version isn't up, or it didn't fix the salt issue. Still a red blob.
 
In the religions Screen (F7), Ordo Machinarum is just a violet square.
(in de Pedia it's fine)



I like mods where health actually matters (like Planetfall), so I'm intrigued by this idea.
Not sure what your plans are, but perhaps reducing the free health bonus of most resources would be a start - e.g. you kinda already get a huge Bonus to food and hammers when improving a cow/pig/sheep/clam/fish/etc. tile, why should you also get free health ? If there would be less "free health sources" , then stuff like granary/smokehouse granting a health bonus depending on your resources would be alot more appealing to build... Kinda like saying: "Corn grants you alot of food, but you will just get it's healthy benefits once you build granaries to keep it from rotting far too fast"

(Or spend a healer specialist slot (invest 2 food) to gain those 3 health (which would result in netting 3 food if you'd actually have health issues). More choices = good imho.

Removing the 'passive' health from food resources would be a good idea, actually. Will definitely think about that one...

As for my plans, they're vague. Essentially, if a city goes too far into unhealth it develops the plague... Which is then spread to other cities via trade. With a bonus to oceanic trade routes. ;)


As for the Machinarum icon... Keep neglecting to look into it. If the religion is founded, it appears just fine... If not, it doesn't.

Alright, installed the latest version, after the "salt fix."

Now, whenever I attempt to get into the world builder to see if it works, I get a CtD.

Edit: Love the new opening music, btw.

EditEdit: Either the new version isn't up, or it didn't fix the salt issue. Still a red blob.

The 'new' opening music has been around since the Mechanos were introduced (Loooong time ago... :p), I just reordered the opening screens so ours comes first. ;)

Salt... Yeah. :mischief: The directory the art goes in is Art/Civs/Other/Resource/Salt. I had to add the Other/Resource directory to the installer folder... And put the copies of the resource art into Other. One folder too high. :lol:

Put up a new, renumbered version to fix it... 1.11.
 
Salt showing up as the ever-popular Red Blob in 1.11. See attached

PS. I also got a CTD when trying to access the World Builder with 1.11.

Sorry for the running account here...

Second game, CTD while map being generated.

Third game, CTD after first turn.

This seems awfully familiar to what I was experiencing with FF+. Ophelia again?

Fourth game - OK so far, but still CTD when I try to open the World Builder.

I came across a pack of Lizards that were howling like wolves. hahaha

Ahhh, afraid I am going to have to abort for tonight - another CTD on Turn 14.

I did install Windows 7 Home Premium, but I don't think that is the problem.
 

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Salt showing up as the ever-popular Red Blob in 1.11. See attached

PS. I also got a CTD when trying to access the World Builder with 1.11.

Sorry for the running account here...

Second game, CTD while map being generated.

Third game, CTD after first turn.

This seems awfully familiar to what I was experiencing with FF+. Ophelia again?

Fourth game - OK so far, but still CTD when I try to open the World Builder.

I came across a pack of Lizards that were howling like wolves. hahaha

Ahhh, afraid I am going to have to abort for tonight - another CTD on Turn 14.

I did install Windows 7 Home Premium, but I don't think that is the problem.

Yet another issue with folder placement for the Salt resource... Put up 1.12, this time I tested it. :lol:

Should not be Ophelia... I've moved her to an event on the second turn. If not scions, nothing happens... If Scions, changes her traits.

Lizards were howling because the unit cloned to make them was a wolf... No sound effects exist for the lizard. ;)
 
I started yet another game - this time I reduced the size of my map from Large to Standard and it is playing better, although playing with 1.11 I have the CTD from the World Builder.

One thing, certainly nothing to do with your modmod, that sucks is the ole AI cheat of being able to see anywhere on the map. I sent a Scout out and I have beaucoup Sabretooth Tigers, Lizard Packs, you-name-it, following him wherever he goes. He finally got cornered and killed.

Oh well, this has always been one of the weaknesses of the game and you just learn to live with the AI cheat. :(

PS. Maybe you could give the Lizards a GEICO-voice. :-)
 
Been playing a bit...the main CTD I have isolated is whenever I play against the Jotnar. If I disable the Jotnar, I'm fine, but if they are in the game I get a CTD first turn. Otherwise, it has been pretty stable so far.

I enjoy the various animals a lot, but I tend to agree they are too powerful this time out. I found them challenging enough before, but now I'm encountering strength 5-8 animals while I still have only scouts. On top of that, all the scrubs they are eating are making them level up like mad, so not only are they very tough, but by the time you get hunters out, they have 4 or 5 stars from eating all the AI scouts, and you still can't kill them. I LOVE all the animal variety, but it might need to be toned down a wee bit unless it is just intended for us to be afraid to enter the wilderness.

Also wanted to chime in, I like the idea of healer specialists, but I don't think they should be attached to buildings like the granary. It makes sense that a granary or smokehouse give +1 health if you have the correct food source, but it doesn't make sense that they would allow a healer specialist. They should only be attached to things like healers huts (which makes them even more important), and medical related buildings.
 
I started yet another game - this time I reduced the size of my map from Large to Standard and it is playing better, although playing with 1.11 I have the CTD from the World Builder.

One thing, certainly nothing to do with your modmod, that sucks is the ole AI cheat of being able to see anywhere on the map. I sent a Scout out and I have beaucoup Sabretooth Tigers, Lizard Packs, you-name-it, following him wherever he goes. He finally got cornered and killed.

Oh well, this has always been one of the weaknesses of the game and you just learn to live with the AI cheat. :(

PS. Maybe you could give the Lizards a GEICO-voice. :-)

Glad that it works better with a smaller mapsize. ;)

Yeah, it's not so much a cheat, as the only realistic way to run the AI. There would be far too many loops if we had it look at just the plots near each of it's units... Turns would be far too long. It's something that just has to be lived with.

Been playing a bit...the main CTD I have isolated is whenever I play against the Jotnar. If I disable the Jotnar, I'm fine, but if they are in the game I get a CTD first turn. Otherwise, it has been pretty stable so far.

I enjoy the various animals a lot, but I tend to agree they are too powerful this time out. I found them challenging enough before, but now I'm encountering strength 5-8 animals while I still have only scouts. On top of that, all the scrubs they are eating are making them level up like mad, so not only are they very tough, but by the time you get hunters out, they have 4 or 5 stars from eating all the AI scouts, and you still can't kill them. I LOVE all the animal variety, but it might need to be toned down a wee bit unless it is just intended for us to be afraid to enter the wilderness.

Also wanted to chime in, I like the idea of healer specialists, but I don't think they should be attached to buildings like the granary. It makes sense that a granary or smokehouse give +1 health if you have the correct food source, but it doesn't make sense that they would allow a healer specialist. They should only be attached to things like healers huts (which makes them even more important), and medical related buildings.

Granaries/Smokehouses got it last minute, as compensation for food storage being reduced. I don't really like the change... They'll be losing Healers next real patch.

In the rar are 2 ooslogs produced using Iceciro's ooslogging script found here.

Future logs will likely include a current save of host and most recent autosave.

I'll check them out. ;)
 
In the rar are 2 ooslogs produced using Iceciro's ooslogging script found here.

Future logs will likely include a current save of host and most recent autosave.

It's player 6, the Jotnar... One side says they have an extra cottage, an extra worked plot in Jotunheim, and a citizen one plot to the left of what the other player sees.

Not particularly sure of how those tie in together, other than that they are all for the one player. I think next patch we may make them Human only again, and try to track down the issue.

For now, I'd recommend disabling them in your MP games.
 
Pedia Entries for the Leader Mouseover Infos is still messed up and shows all Leaders as Archos Leader.
 
The extra cottage explains the other discrepancies in that when they finished the cottage, they began work on another improvement one tile away.

Seeing as the scores are the same, there wouldn't be a tech difference --which would increase cottage making speed--. What then would be player called that would affect improvement build times for other civs or delay two workers for one turn?

I wonder if it has anything to do with promotion selection. It may be the protocols for AI Jotnar citizen promotion selection are the cause of this OOS in that by avoiding promotion selection or differing in promotion selection they sped up or slowed down the time at which they would acquire the cottage.
 
Just Haved CTD on progressing Turn 1 having Jotnar Halfbread in the Game.
Giving him a City with the Worldeditor and removing all units except the Thralls the Game still crash. But killing the Civ in the Startround then the Turn progressed normal.
 
I just had an invisible HN Giant Spider killed by a Sabretooth - I didn't know they could see invisible units.

Really, IMO, the Lizards are the new Bears (from ole FFH days) in RifE. My map (Fantasy Realm) is swarming with them and you cannot move a unit anywhere without running into a bunch.

Also, I'd like to suggest you change them to Raptors as that's what the model looks like, especially the Packs. Maybe make the Giant Lizard a bigger dinosaur, like an Allosaurus, or something like that.

I, too, am really enjoying the game with all the animals, but, as stated, Scouts are a bit overmatched in the wild. However, when they reach Hunter they can really clean up.

One more thing, IMO, there is still too much fleeing going on in the game, especially with Workers. Just my opinion, though.
 
Orthus (with 2 warriors) just died attacking a Barbarian Fort Commander. Also, the AI never seems to promote Fort Commanders.
 
Strong animals seem to be spawning a bit earlier than intended. Allosaurs, for example, shouldn't be around on turn 33. It looks like a couple of last minute changes I made to prevent that didn't make ti into the files I presented to Valkrionn...so that is my bad.

Easy fix, happily.
 
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