RifE 1.20 Bug Thread

Sorry for the lack of responses... Left for a semi-vacation/drunken roadtrip yesterday. :lol:

Edit: Updated the first post with all of these. ;)

Still have a laptop with me, so I'll be posting at least once a day or so.

I don't see a Balance thread, but I thought I would mention this - not a bug, though.

I think giving Giant Spiders and Baby Spiders Fear is a little overpowered.

In my game I was able to capture a few Giant Spiders with my Scout (it had the Courage promotion from a Lair/Dungeon event). Once I got them I was able to take out 3 AI civs because they could not attack the Spiders - assuming they could see them, of course. The Fear repelled them. The AI is woeful when it comes to getting Courage, especially early in the game.

Really, the only problem was again the Sabretooths that have Courage for some reason - maybe so they can kill your HN Spiders. ;)

But once you get your HN Spiders into the territory of an AI civ, the Sabretooths are not a threat. You can easily take out early defenders leaving AI cities wide open for barbs like Goblins and Warriors.

Perhaps save the Fear promotion only for the top of the line Spiders, whatever that is.

I really enjoy the mod playing with all these animals (got a couple of Scorpions and Hyenas today), but have yet to find a solution to the Sabretooths which often spawn right next to my units and kill them in short order. Also, early in the game it is not possible to capture these beasts or you really could wreak some havoc in the game - good call there. :)

Maybe its time for Grand Menagerie 2.0:D

Hmm... Should probably make a balance thread.

Animals I'm leaving up to Vermicious... I do agree, though, that fear on the early spiders might be a bit much.

I got message, that Ljosalfar has been destroyed. So I looked into WB what happened ...

Spoiler :
cityornocity.png


+ Acheron is able to move from his city ...

What turn is that? Seems a bit early for Griffins, seeing as it's meant to be Hippogriff/Hippogriff Flight/Griffin.

Was the city destroyed next turn? Fairly sure Animals are blocked from owning cities.

And yes, Acheron can move now. He's on a leash... If he gets more than a few tiles from his city then something is wrong, though.

I'm also having a problem with the AI Jot's crashing the game. Solved by starting a custom game and locking Jot's to Human only.

Speaking of Jot's, what does the "Jotnar warbeast" actually do? The pedia entry says that it grants "kindred" to the casting unit, tho when I cast it, I see no difference in the unit.

This is one for Vermicious, really... Before 1.12 it changed the unittype, but that's been dropped in the new patch in favor of making more promotions valid for animals/beasts.

latest version. the attached save (1st turn) crashes when ending the turn - if I remove the Balseraph Scout or remove the dungeon next to their starting position the crash goes away...

Something to do with exploration there... Will look at it.

I have ended a game FF+022, and must say that I like this modmod very much! Although there are some things that seem to be broken:

1. Elohim scouts are depicted as red blobs.
2. Phoenix Blood is somewhat erratic. While there is always the message that xy is reborn, the respective unit does not always reappear.
3. When upgrading the weaver spider to greater, it loses net and does not become stronger.
4. Sometimes Fort Commanders remain after the fort has vanished (e.g., other improvment built). [Sadly this is not the case, when one builds a city on the fort with Commander. I would like it, when the Commander remainded in that case, and takes up command of the city watch.]
5. Basium sometimes triggers the following message: "Error: No state name apll."
6. The AI needs a general overhaul. [I don't know where to start. Sometimes I fear that the AI from the original game delivered by firaxis is fundmentally flawed and all the modders in the world can't change that.]
7. Great Generals have no adequate pedia entry. This is problematic as their function differs much from FfH.
8. Werewolves have no adequate pedia entry. This is problematic as their function differs much from FfH.


Keep up your good work! I will now update to the newest version and then continue my rant.


  1. Fixed in 1.12. ;)
  2. This is a bug inherited from FF... Not sure what caused it atm. Will ask Xienwolf about it.
  3. Fixed in 1.12.
  4. Yeah, this is something I need to look at. Apparently my req isn't working quite right.
  5. Nothing to be done about that... An effect of his spawning in the middle of the game. Name changes after he gets his city.... Same thing happens with Infernals and Frozen.
  6. Yeah.... This one I don't know where to start either. :lol: Wild Mana has done a lot there... But quite a bit of that is hardcoded in the python, which I don't want. Or at least, not to that extent... Not going to list every unit/building in the game in python. :eek:
  7. Yeah, will work on that.
  8. Ditto. Both of these are from FF, so I haven't written anything up for them.

Playing a game as the Jotnar.

Upon researching Knowledge of the Ether, I could not build Egrass the Founder. Adult Citizens also cannot upgrade to Egrass.

The Civilopedia says Egrass cannot be built by any civilization.

Is there something I am missing which allows Egrass the Founder to be built, or is this a bug?

Bug. Will add it to the first post.

No one really reads the bug thread, do they, before posting one.

(Yes, I've been guilty of this as well)

a modder should be very glad if some1 takes the time and post the bugs he found. almost no1 has the time to read through all the pages to see if his bug is already reported or fixed. this would lead to a situation that no1 would post bug reports because of the reading. the modder however knows all the stuff and its not a big problem for him to read one more post... and one more... and one more... :p

just my two cents...

Was more referring to those listing the Jotnar issues...when the same ones have been reported at the top of this page of the bug thread..and when the moders have already said, just a few posts before, it's being looked into :)

Wasn't trying to criticize anyone, just pointing out something that struck me as funny.

As a software developer myself (though not a game modder normally), I personally am delighted at all bug reports, even if they are duplicates. All to often users never report bugs, they just complain about the problem in locations I'll never see.

That said, I do try for at least a quick search through recent bug reports before I report something...

Honestly, the only time it annoys me is when it's either a question about when a release is coming (After having answered it a million times. :lol:) or when the bug is in the first post. Otherwise, I'm just glad people are posting them. ;)

Hm. Only half a bug I suppose - I have no idea what Dismiss does, and there's nothing to tell me what it does. No pedia entry, nor skill description.

Well, was in a rush while putting it in... Should have had a 'help' text entry though. It dismisses all temporary units within a 1-2 tile radius (Not random, I just forgot which. :lol:). This is your summons, enemy summons, and neutral summons, excluding Skeletons and the high level Arcane Mastery summons, which are permanent.

Playing as Balseraphs, I had a Great Bard and and Settler go Barbarian on me. I realize this is due to the Chaos mana they have that mutates units. However, I thought a change was made so that non-combatants would not get this potential to go barb.

I know with FFH or FF some CTDs were being caused by Settlers going Barbarian this way.

Need to block null-unitcombats from being mutated... Shouldn't be hard to do.

My Air elemental used to produce Lightning Elementals after combat, but (maybe related to taking master of the elements) now neither my Battlemage's nor my my Vyrkul's is producing any.

They are supposed to, unless Vermicious changed that.... Need to look into it.

When attacking with Brigit, once in a while, she wins, but still disappears and goes back to the capital.
Also once in a while when attacking she moves strangely on screen like going round the map before reaching the target tile.

No idea what causes either of those... Have a save of them?

Been playing this game for ages, decided to install Civ IV and the expansion onto my new laptop and installed RiFE, however when i try to launch it via the shortcut on desktop, or through BTS Load a Mod option, i always get this.. (see attached picture)
I can still load the mods that BTS came with just fine, its only RiFE and FFPlus that this happens with.
To be more specific it doesn't even get to the loading screen where it says it loading Python and all that other stuff, when i click on the shortcut nothing happens, i just get what you see in the attached picture everytime.

Hmm... Did you patch BtS up to 3.19? If not, you'll get a crash just like that. I ask because you say you installed the game on a new comp. ;)

I apologize if I missed some discussion on this in previous posts...

I think the Slumbering 'promotion' the Hill Giants you get from the Pact of Nilhorn has really nerfed them. It appears I get this Slumbering after EVERY combat. This freezes/holds them in place where they can easily get killed if wounded by other units.

Also, I had one Hill Giant stuck for well over 20 turns despite there being a stated 15% chance of it wearing off each turn - I think that's what it is.

Anyway, I'm not sure if the Jotnar units get this Slumbering promotion or it is reserved just for the HN units Larry, Moe, and Curley.

I think it would be better if there was a CHANCE of getting it instead of automatically getting it and holding the unit after every combat. Or, maybe I am just unlucky. ;)

Actually, it's not for Jotnar units at all... Just for stronger barbarian units. Hill Giants and Dragons.

Should probably have a chance to cause it, I agree.

Slight bug, it's actually impossible for Mazatle Shapers to get Deep Shaper. Deep Shaper requires Aptitude 2, which reccuires Expansive or Industrius. Hianthrought gets niether.

......When exactly did Aptitude 2 get that requirement? :confused: Not a change I remember making, and I KNOW I've gotten it on workers with civs that don't have those traits....

pre-1.12 bugs:
- Settlers starting on Peaks/Lakes/Enemies die (the Warriors/Scouts always live, and I think this may be from FfH, since I never noticed it in vanilla BtS)
- A worker's Dwarven Mine icon is often grayed out with the message that the location is too close to another DM, even though it is at or more than the required 2 squares distance.
- The Mushroom resource event can overwrite another mine resource that’s already present. (Only happened once, to some not-yet-visible mithril.)
- Not a bug: Please consider a) making Wild Mana into nodes, not just resources (otherwise they’re less use than the old method) & b) including refined mana (one more thing to fight over).
- Rinwell Isle will kill a civ located too close to it the way the Guardians and that boat with the skellies used to - turn 13 and bang-you’re-dead.
- D’Tesh workers - the button that says “Build Graveyard” should say “Build Crypt”.
- Irrigating ruins gave me a "Savage Farm".

post-1.12:
- No Egrass.
- No items from chests. (Maybe start handing them out to the longer-lived and more-dangerous Savages? -“Look what I found while I was wandering around whacking scouts, Ma!”
- Pristin Pass doesn’t show up even if you select All Unique Features.
- Not a bug: What do the two gold stars mean in the description of Triforce?
- And somewhere it should say you’re sacrificing your unit to be the new Fort Guardian.
- Not a bug: I read that bit about Acheron being on a leash and didn’t think a thing of it until I saw what it meant. Yes! Now he can get experience!
- F7 - The Ordo Machinarum icon is a pink square.
- F6 - I see Mechanos units and buildings as being buildable.
- The Bair of Lacuna (Bair of Gap? -Say what?) promo is a pink square on unit mouseover.
- The “Earth’s Boosom” spell icon is too small in the ‘Pedia. And if you meant “Bosom”, why not just call it “Les Grands Tetons” and be done?
- I occasionally find a unit has been damaged without being attacked. Strange.
- Seakin Fyrds can build roads on coasts. Pity only Seakin can travel them. And you have to be careful they don’t pick each other up.
- The ‘Pedia says Hill Giants are replaced by Fyrds, so I built the Pact of the Nilhorn- and they weren’t.
- Aptitude inaptitude: Fyrd, age 75, experience 1.8.
- Resources around forts seem to connect oddly. I had pig, deer and stone at a fort. A road entirely on my territory hooked all three up at the same time. But it took them quite a few turns to connect and they did it in the opposite order to which the improvements were built (and opposite the order of distance from Jotunheim, for that matter).
- All these Jotnar Halls with reduced maintenance - that refers to distance maint., doesn’t it? And yet Jotnar run Traditions, which has no distance maintenance. What am I missing?
- Bug?: How do I “create a city with an experienced Fort Commander”? I thought I was supposed to build Forts and wait for them to develop, but they stop at Citadel. I can upgrade my Herredcarls to Hurlers, but all those can do is summon another Herredcarl. I can give them another 200xp in the WB, to no avail. I can cast “Wisdom of the Ancients”, but it doesn’t do anything, not even what it says it’s supposed to. Were they supposed to become Giant Steadings instead of Citadels? -Because I can make cities with those.


  1. Not much I know of to do here, honestly. Can look at the spawning code though.
  2. Known issue... Build orders are saved to the tile, so having ANY progress in the improvement will block others from being built within 2 tiles. Believe it was written to check for progress, rather than actual improvements, to prevent you from cheating and queuing up two next to each other at the same time... Not sure if I should leave it as is, or change it.
  3. I'm going to remove that event... Not needed anymore.
  4. Won't do A, as Wild Mana is meant to restrict what manas you gain, rather than make it easier to get them. Makes Dispel a VERY important spell.... B, I might do. But keep in mind the Mechanos get a unit that has Dispel (after researching a mana tech... Divination or alteration, IIRC.), and I don't want Refined Mana common as it's one of the requirements for Railroads. Meant to be Mechanos/Ordo Machinarum only.
  5. Yeah... I need to balance it. Weaker units, along with maybe a few upgrades to the improvement spawning new units?
  6. Need to fix the txtkey there.
  7. ....What do you mean here?

  1. Yeah, need to fix it.
  2. Do you mean you NEVER get items, or just sometimes?
  3. Hmm... Not sure why. Will look at the Pass.
  4. Experience. 2 xp for newly built units, civilization wide.
  5. Agreed, forgot to do that.
  6. Only when not founded... Need to point it at a button that's not part of an atlas.
  7. Which civ were you?
  8. Known issue, I just forgot about it. :lol:
  9. Will look at it... About the name, ask Vermicious. ;)
  10. Do you have saves? Might be an invisible barb/animal, set to quick attack.
  11. Not really a bug, more of an interesting bonus for them. ;)
  12. Pact points to the unit Hill Giant, rather than the Unit_Class.
  13. Yeah, will look at the free xp formula.
  14. Do you have a save?
  15. Fairly sure they affect the city's own maintenance costs. Maintenance in the city, along with distance/number of cities maintanence... Might just be talking out my ass here though. :lol:
  16. Most likely they were meant to be Giant Staeddings, but I'd have to have Vermicous post there.
 
Elohim lose their world spell Sanctuary? Or is there now a prereq for it not in the civpedia?
 
Cosmetic Issues:
Got 2 Great People Messages "Healer10" and a other nummberd Healer with Text asiotiated with other Great People.
Didnt find the Pedia Description for Minor /Emergent Leader mechanic.

So fare I only got 1 CHest and this was from the Pirat Tresure Event and it was empty. (Didnt see this could be a bug so havent reportet it)
 
What turn is that? Seems a bit early for Griffins, seeing as it's meant to be Hippogriff/Hippogriff Flight/Griffin.
[/LIST]
Griffons can spawn as a bad result from epic lairs in turn 1, and griffon weyrs are created also quite early on the map, spitting out Strength 9 nasties.

Edit: Soldiers of Kilmorph can build fully functional dwarven mines for any civilization, bug or feature?
And regarding general economics, am I missing someting, or are normal mines rather pointless apart from connecting resources?
 
That Soldiers of Kilmorph can build dwarven mines is a feature (I think it even sayed in the patch description that they have added it). But what might be a bug is that the building speed of Dwarven Worker and Soldiers of Kilmorph are the same for dwarven mines.
 
Bannor Fort Commander UU (the "Garrison Captain") is able to select all sorts of lovely leadership related buff promos, but no units seem eligible to cast the spell to join his army. His description indicates he can lead up to 3 units. Maybe he needs to have the "Captain" promotion or something? May test that in WB come to think. Additionally, perhaps because he's in the "commander" class of units, he's not able to take those variety of extra range strength type promotions many other Fort Commanders do. This may however be WAD, that is, his role might be to command a "tough squad" on his tile, as opposed to being great at bombing the neighbours.
 
I am pretty sure the human player is getting hit multiple times by blight, while at least some of the AI opponents are not getting hit at all. Last night some of my cities got hit with around 90 unhealthiness from blight, killing all but one pop in each city except those I just founded, but the Svaltafar who were right beside me didn't have their cities dip whatsoever.
 
Bannor Fort Commander UU (the "Garrison Captain") is able to select all sorts of lovely leadership related buff promos, but no units seem eligible to cast the spell to join his army. His description indicates he can lead up to 3 units. Maybe he needs to have the "Captain" promotion or something? May test that in WB come to think. Additionally, perhaps because he's in the "commander" class of units, he's not able to take those variety of extra range strength type promotions many other Fort Commanders do. This may however be WAD, that is, his role might be to command a "tough squad" on his tile, as opposed to being great at bombing the neighbours.

Doesnt he first need to buy the Battle Command Promotion before he can lead units? (Its the one that looks like a feather, IMO)
 
I am pretty sure the human player is getting hit multiple times by blight, while at least some of the AI opponents are not getting hit at all. Last night some of my cities got hit with around 90 unhealthiness from blight, killing all but one pop in each city except those I just founded, but the Svaltafar who were right beside me didn't have their cities dip whatsoever.

Thanks for mentioning this. I saw it too with the 1.12 game I played. This seems like it has been around a long time. My cities which had pop in the 20s had over 60 unhealthy faces. I opened the World Builder and saw some AI civs were slightly affected and some not at all (no matter what the pop size was).

One civ that didn't seem to be affected was the Frozen - maybe this makes sense, but the killer was that I dropped a good 2-300 pts behind from the Blight while the Frozen's pts continued to rise astronomically. Also, of course while getting hit with the 'double' Blight your tech, production, GP creation, etc. all tanks in addition to your growth.

Blight is tough on you, but it should be tough on all Civs, not just the human player. Although there may be a few civs that are less affected than others, thinking d'Tesh and maybe Frozen. However, if possible, it would be appreciated if the way the human player is affected by Blight would be reviewed.
 
Elohim lose their world spell Sanctuary? Or is there now a prereq for it not in the civpedia?

Hmm... Only requirements in the code are Elohim civilization, and at least one city. What are you doing when you try to use it?

Cosmetic Issues:
Got 2 Great People Messages "Healer10" and a other nummberd Healer with Text asiotiated with other Great People.
Didnt find the Pedia Description for Minor /Emergent Leader mechanic.

So fare I only got 1 CHest and this was from the Pirat Tresure Event and it was empty. (Didnt see this could be a bug so havent reportet it)

Yeah, no Healers have names/quotes yet. Any names will just be numbered; Quotes will be Engineer quotes for now.

Neglected to put that in. :lol:

That's two reports now... Will definitely look into it.

Griffons can spawn as a bad result from epic lairs in turn 1, and griffon weyrs are created also quite early on the map, spitting out Strength 9 nasties.

Edit: Soldiers of Kilmorph can build fully functional dwarven mines for any civilization, bug or feature?
And regarding general economics, am I missing someting, or are normal mines rather pointless apart from connecting resources?

Woops... Need to look at dungeon spawns. As for the weyrs, Sephi has actually taken the appearance mechanic I designed for animals, and applied it to Improvements... Will be merging that in, expressly to handle that. ;)

SoK are able to build Dwarven Mines, yes. And at the moment, regular mines are weak... Will be taking another look at the improvement rebalance.

That Soldiers of Kilmorph can build dwarven mines is a feature (I think it even sayed in the patch description that they have added it). But what might be a bug is that the building speed of Dwarven Worker and Soldiers of Kilmorph are the same for dwarven mines.

Yeah, that's a bug... The worker has a rate of 120 (100 + extra bonus comes from Dwarven), while the SoK has a rate of 70, including that same bonus... Shouldn't be the same speed there.

Bannor Fort Commander UU (the "Garrison Captain") is able to select all sorts of lovely leadership related buff promos, but no units seem eligible to cast the spell to join his army. His description indicates he can lead up to 3 units. Maybe he needs to have the "Captain" promotion or something? May test that in WB come to think. Additionally, perhaps because he's in the "commander" class of units, he's not able to take those variety of extra range strength type promotions many other Fort Commanders do. This may however be WAD, that is, his role might be to command a "tough squad" on his tile, as opposed to being great at bombing the neighbours.

Doesnt he first need to buy the Battle Command Promotion before he can lead units? (Its the one that looks like a feather, IMO)

I'm not sure WHY he can't lead units, unless it's his Domain or UnitCombat. He has the same tags the Great Commanders do... Should be able to.

And yes, his role isn't quite the same as the others... He's meant to lead a small group of soldiers, rather than bombard the enemy.

I am pretty sure the human player is getting hit multiple times by blight, while at least some of the AI opponents are not getting hit at all. Last night some of my cities got hit with around 90 unhealthiness from blight, killing all but one pop in each city except those I just founded, but the Svaltafar who were right beside me didn't have their cities dip whatsoever.

Do you have a save I could look at?
 
About same Production Speed of Dwarven Worker and Soldier of Kilmorph I have to thake my word back ...I was prethy sure that I haved both working on Grassland - Jungle - Hill and they needed the same time but now I couldent reproduce it.
 
Hmm... Did you patch BtS up to 3.19? If not, you'll get a crash just like that. I ask because you say you installed the game on a new comp. ;)

Whoops :lol:
I did check for updates but it seems it updates 3.01 to 3.17 instead of 3.01 to 3.19
so then i had to download the 3.17 - 3.19 patch
werid..
 
Hmm... Only requirements in the code are Elohim civilization, and at least one city. What are you doing when you try to use it?

Playing elohim as Thessolina (sp?)
Got attacked by a enemy civ. Tried to find the unit button to do the Sanctuary spell on workers or warriors or axemen, none had it.

Started a new game as Ethne the White, settled, 3 turns later, scout and warrior still dont have the button to cast Sanctuary.
 
Thanks, Valkrionn.

I'm sorry, I don't still have the save - I'm alternating Orbis and RifE games.

2. The Dwarven Mine check - perhaps you could have it check for only Dwarven Mine progress instead of progress in anything? And even that may not explain it - I was getting this problem next to my capital, and there shouldn't have been any half-built anythings around.
7. As Khazad, I built a Farm on a City Ruins. The mouseover that would ordinarily say Farm said Savage Farm instead. I thought it was queer enough to mention, though it's not at all a problem.

2. Quite a few reloads on the one single chest I got, mostly to see what it did now - nothings, golds, a tech, but I never got an item.
7. On the Science screen, playing Jotnar, I saw Boris, the Clock Tower and I think some other things. To clarify: I didn't intend to say that I could actually build them, only that it showed them.
10. I went into WB a few times and didn't see any invisible critters. I'm pretty sure I would have noticed any attack messages, though. Particularly if the Horrible Hamsters were mentioned.
11. Yeah, I like coastal roads. Reminds me of Civ 1 and going out on boats to build railroads.
14. Again, sorry no save. Something that may be similar, though: After researching KotE, at first only one of my Citizens was upgradeable to Sloegrrekkr (sp?), but the next turn the other three were too (one of them was in the same square as the first one).


On the Blight mention above, I agree with Sarisin; this has been around a while. I read somewhere that it hits at the end of the human turn and then at the start of the turn for everybody, including the poor human again.
 
Thanks, Valkrionn.

I'm sorry, I don't still have the save - I'm alternating Orbis and RifE games.

2. The Dwarven Mine check - perhaps you could have it check for only Dwarven Mine progress instead of progress in anything? And even that may not explain it - I was getting this problem next to my capital, and there shouldn't have been any half-built anythings around.
7. As Khazad, I built a Farm on a City Ruins. The mouseover that would ordinarily say Farm said Savage Farm instead. I thought it was queer enough to mention, though it's not at all a problem.

2. Quite a few reloads on the one single chest I got, mostly to see what it did now - nothings, golds, a tech, but I never got an item.
7. On the Science screen, playing Jotnar, I saw Boris, the Clock Tower and I think some other things. To clarify: I didn't intend to say that I could actually build them, only that it showed them.
10. I went into WB a few times and didn't see any invisible critters. I'm pretty sure I would have noticed any attack messages, though. Particularly if the Horrible Hamsters were mentioned.
11. Yeah, I like coastal roads. Reminds me of Civ 1 and going out on boats to build railroads.
14. Again, sorry no save. Something that may be similar, though: After researching KotE, at first only one of my Citizens was upgradeable to Sloegrrekkr (sp?), but the next turn the other three were too (one of them was in the same square as the first one).


On the Blight mention above, I agree with Sarisin; this has been around a while. I read somewhere that it hits at the end of the human turn and then at the start of the turn for everybody, including the poor human again.

2. That's what I meant, actually. If a worker attempts to build it, it's saved forever. Might need to add a decay mechanism there. As for the distance, were there two empty plots between any existing Mine and the one you wanted to build? It's x00x, where x is the improvement.
7. Ah. Yeah, that's from the Culture Control work... Apparently City Ruins have some? If an improvement is set to have some(or the plot does) and does not have a radius, it just adds the civ's name in the mouseover text.

2. Well... That's not good.
7. Ah. Neither of the items you listed are Mechanos only. Boris is actually the Machinarum hero, and is blocked for the Mechanos... Only non-Mechanos civs following their religion get him. The Clock Tower is the religion's temple. Generally only Mechanos will have it, but if they spread it around it's eligible for others.
10. Hmm. Not sure what happened then.
 
One balance and one bug issue:

Bug:
If you have a werewolf with subdue animal and kill one animal it is possible to get two copies of the animal:
1xRavionous Giant Lizard (from werewolf)
1xGiant Lizard (from subdue)

Balance:
Wolf pack has a chance of giving you a werewolf when killing things.

Epic Game
Last game went agriculture, animal husbandry and capture a strength 2 wolf by turn 50.
Sent back home, used it to pick of retreating goblins.
20 turns later upgraded to wolf pack, and got me my first werewolf.
by turn 100 had a number of upgraded werewolfs, who were out subduing an army of mammoths, giant lizards, lizard packs etc.
I suspect that if i could have been bothered at that point an army to str 7-12 (combat 5, greater werewolf (12 base str) for the win...) could have trampled there way across the world.

Suggestion; Remove wolf pack chance to infect killed mobs, or alternatively add a promotion with a minimum level (10?) before they can infect people.
 
Building a Griffon Wyre appears to cause CtD's
 
I'm also having a problem with the AI Jot's crashing the game. Solved by starting a custom game and locking Jot's to Human only.

Speaking of Jot's, what does the "Jotnar warbeast" actually do? The pedia entry says that it grants "kindred" to the casting unit, tho when I cast it, I see no difference in the unit.


It allows them to buy the kindred promotions. With the recent changes it is no longer needed and will be going away. :)
 
Jotnar bugs mentioned (in no particular order)

1. Egrass not buildable. I see that...but I have no idea why. It is a problem that has come and gone. Maybe Valk can look at it. I didn't change him at all in this version, that is for certain.

2. Earth's bosom/boosom. I messed up the spelling. Guilty.

3. Herredcarl/Jot Fort Commander should be able to cast steading at level 7. If you upgrade them to a hurler the unit ceases to be eligible to cast steading.

4. Lightning elemental issues wasn't me. I made no recent changes there.

5. Slumbering Hill Giant was a balance thing, as was reducing their STR. Not needed, as it turns out. I'll revert them.


The Animals...I already went through and made a major revision based on feedback and playtesting. Next version will have moar animal variety and the civ-destroying beasts of doom will spawn much later.
 
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