RifE 1.20 Bug Thread

I just started playing this mod, after moving on from ffh2, and I have to say that I really love a lot of the changes. Just a couple bugs to report.

1. I have the same issue with the Red Lady as is described on the first page about Brigit. Occasionally she will win, but still be teleported back to the capital, and looks like she is trying to run all the way back to the combat area. This normally happens when there is actually a decent chance that I could lose. It happened to me twice attacking a Jotnar city with ~70% odds of victory. It never happened to me when my odds were 90%+

2. I don't know if this is a bug or a (seemingly) poor design decision, but all animal pack bears spawned in my game have water walking. They are even building dens out on the open ocean. It's causing a lot of game slowdown as well, since my civs efforts are focused on the continent I am on instead of the ocean, the ocean bear lairs aren't being destroyed and just keep spawning away. Is there any way I could fix this myself without waiting for a patch?

open world builder and remove the bears and the dens
 
For some reason all my games default to no Orthus and no Duin. I don't see an option to turn this on either. Is there a way to turn this on ?
 
@Kanon80, that can happen when you switch mods. Had the same problem, play a Play Now! Game, because that resets any ticked boxes (visible or invisible). You can quit the play now game a turn after starting it, and then do a custom game and Orthus and Duin should show up like normal.

And now for why I came here - in my last Sidar game, my Trackless unit was on autoexplore, and every turn he seemed to destroy a spider pen. I put him on manual control, and to my surprise, every time I destroyed the spider pen, it seemed to spawn back on a tile nearby next turn! I looked in worldbuilder, and there were loads of spiders there. Do they automatically create a new pen if there aren't enough on the world map or something? Or are spider pens simply bugged?
 
Two broken events:

1. As mentioned, the buy the Hunter's catches event is still broken. You can only hire the Hunter, or do nothing.

2. Foxford is still broken. Or at least it is inconsistent. In one game I was able to have one option, but in my current game, I moved a Velite to that tile and none of the options (except do nothing) were available to me. I'm sure I was the first one there as it was close to my civ.

These two should be either removed from the game or somehow fixed as these are long-standing bugs.

Also, Weevil, Pickle and Hyde? hahaha What is that? It sounds like some sort of cartoony law firm. Love the pic for those guys, though. :D
 
The attached save game crashes (CtD) when ending the turn. Repeatable every time on my system.

Or more accurately the game simply disappears. No crash message by Civ4. No crash message by Windows. The game is simply gone.
 

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Two broken events:

1. As mentioned, the buy the Hunter's catches event is still broken. You can only hire the Hunter, or do nothing.

2. Foxford is still broken. Or at least it is inconsistent. In one game I was able to have one option, but in my current game, I moved a Velite to that tile and none of the options (except do nothing) were available to me. I'm sure I was the first one there as it was close to my civ.

These two should be either removed from the game or somehow fixed as these are long-standing bugs.

Also, Weevil, Pickle and Hyde? hahaha What is that? It sounds like some sort of cartoony law firm. Love the pic for those guys, though. :D

I've got the first on in the first post of the bug thread... Will look at the second.

Weevil, Pickle, and Hyde is (are?) actually from FfH. One of the scenario leaders. ;)
 
It seems that "Chaneling Two" and twincast son't actually stack.
 
I don't know if this is a bug or simply my lack of knowledge presenting itself, but I cannot cast the Scion world spell. The spell simply never shows up for Themoch. I have sorcery. If there is some other requirement I don't know about, please excuse my ignorance :\

EDIT: I see now that the waterwalking bears I mentioned earlier were intentional. Are they supposed to be allowed to build dens out there though? My units can't destroy dens that are on water for some reason.
 
I assume you mean the Amurite only version? Might explain the issues they have.

Yeah, the Amurite version. Which they can take multiple time to no effect. Also, Mechanos seem to be suck looping their Forts. Every time I see a Mobile for, it's usualy usin Fortify.

At Inodiv: It can only be cast by Melante, and require all the Heros in one city (the last it might have been changed, thought).
 
I don't know if this is a bug or simply my lack of knowledge presenting itself, but I cannot cast the Scion world spell. The spell simply never shows up for Themoch. I have sorcery. If there is some other requirement I don't know about, please excuse my ignorance :\

EDIT: I see now that the waterwalking bears I mentioned earlier were intentional. Are they supposed to be allowed to build dens out there though? My units can't destroy dens that are on water for some reason.

Yeah, the Amurite version. Which they can take multiple time to no effect. Also, Mechanos seem to be suck looping their Forts. Every time I see a Mobile for, it's usualy usin Fortify.

At Inodiv: It can only be cast by Melante, and require all the Heros in one city (the last it might have been changed, thought).

Waterwalking bears are not meant to spawn dens out there, no... Need to put a check in the req.

As for the Scion spell... Darksaber1, you're thinking of the wrong one. That's the old one, I believe Inodiv is referring to the Breach. Not entirely sure what it's requirements are, but I do know that Themoch is the caster and it requires Sorcery.

Checked the python... The req is solely for the AI. Shouldn't affect human players at all. Only XML requirements are Themoch, Scions, and Sorcery.
 
Waterwalking bears are not meant to spawn dens out there, no... Need to put a check in the req.

As for the Scion spell... Darksaber1, you're thinking of the wrong one. That's the old one, I believe Inodiv is referring to the Breach. Not entirely sure what it's requirements are, but I do know that Themoch is the caster and it requires Sorcery.

Checked the python... The req is solely for the AI. Shouldn't affect human players at all. Only XML requirements are Themoch, Scions, and Sorcery.

Oh yeah, you've changed the spell already...umm, yeah.

[Lunges at Valkrionn, and throughts dust in his face] Amnesia Dust!!
 
Damn. I really love this modmod as far as it goes, however...

For me, I cannot seem to get beyond Turn 400 (epic speed) without CTDs that just bring the game to a screeching halt.

I've given up playing RifE on anything larger than a Standard-sized map (even though I can play Huge maps on FFH2, Orbis and FF) as the game just will not even start most of the time.

As a tease, the Standard-sized map works fine and I really get into the game, however, this is the 4th time I've had CTDs put an end to my enjoyment. Twice with the Balseraphs, once with Doviello and now the Scions.

It's too bad because I really enjoy the early game exploration challenge now with the animals - I ran into a powerful Giant Lizard pack that I captured just before the CTD.

Anyway, for what it is worth, here is my saved game (just hit Enter). Just a popping noise and pffft, CTD. :(:(
 

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Playing RifE 1.12 I encountered several problems:

1. The game is highly instable, there are CTD every few turns. Some are replicable, others not. Those replicable have been dissolvable by a. deleting a werewolf in rage (happend quite often) b. not building a griffin weyer (once) c. not building the Great Lighthouse (once). As said above some are not replicabe, the last one I encountered is and I had to stop playing an interisting game :sad:...
2. Mana node guardians cannot use magic. Seems to be connected to the fact that they are bound. When they are captured, they cannot do much either.
3. One can capture enemy Fort Commanders, who then stand between the Fort.
4. The help says there can be only 2 national wonders per city, the pedia says there is no limit.
5. The Shard of Wisdom seems only to trigger when a new/unkown unit is killed, bug or feature?
6. Similar to 3., Fort Commanders can be turned into Werewolves, then standing between their former Fort, too.
7. AI is (among much other stupid things) rebuiling improvement all the time (e.g., watermill <=> plantation).
8. Spelling in pedia entry for Devout, last sentence in Strategy: "The do not have..." should be "They do not have..."
9. There are a lot of water walking animals around...


Still great modmod, but something has to be done about the CTD - it is close to be unplayable at the moment.
 
Reported Bugs needing verification/repeatable saves
[/CENTER]


[...]
2. Also once in a while when attacking she moves strangely on screen like going round the map before reaching the target tile.
[...]
6. Pristin Pass doesn’t show up even if you select All Unique Features.

a2) I have encountered these problems, too. Not with Brigit though, but with immortals and the like.

a6) All Unique Features does not seem to have the desired effect, I was also missing Dragon Bones beside Pristin Pass.
 
Playing RifE 1.12 I encountered several problems:

1. The game is highly instable, there are CTD every few turns. Some are replicable, others not. Those replicable have been dissolvable by a. deleting a werewolf in rage (happend quite often) b. not building a griffin weyer (once) c. not building the Great Lighthouse (once). As said above some are not replicabe, the last one I encountered is and I had to stop playing an interisting game :sad:...


Still great modmod, but something has to be done about the CTD - it is close to be unplayable at the moment.

I agree with your statements on the CTDs Zharkov. There is something that is causing CTDs in the start of games or a few turns in. I think that is being addressed with a patch.

However, there are also IMO a number of things that cause CTDs in the middle of a game. As you said, some can be reproduced, some can be identified, some can be corrected letting play resume, etc. However, many are just head-scratchers that, unfortunately, lead you to abandon a fun and interesting game. This unstable nature of the modmod and CTDs are certainly frustrating as it seems impossible now to finish a game of any length. Too bad, and I'm hoping the problems can be identified and fixed because I agree with you it is a great modmod and likely just needs a little tweaking.
 
Playing RifE 1.12 I encountered several problems:

1. The game is highly instable, there are CTD every few turns. Some are replicable, others not. Those replicable have been dissolvable by a. deleting a werewolf in rage (happend quite often) b. not building a griffin weyer (once) c. not building the Great Lighthouse (once). As said above some are not replicabe, the last one I encountered is and I had to stop playing an interisting game :sad:...
2. Mana node guardians cannot use magic. Seems to be connected to the fact that they are bound. When they are captured, they cannot do much either.
3. One can capture enemy Fort Commanders, who then stand between the Fort.
4. The help says there can be only 2 national wonders per city, the pedia says there is no limit.
5. The Shard of Wisdom seems only to trigger when a new/unkown unit is killed, bug or feature?
6. Similar to 3., Fort Commanders can be turned into Werewolves, then standing between their former Fort, too.
7. AI is (among much other stupid things) rebuiling improvement all the time (e.g., watermill <=> plantation).
8. Spelling in pedia entry for Devout, last sentence in Strategy: "The do not have..." should be "They do not have..."
9. There are a lot of water walking animals around...


Still great modmod, but something has to be done about the CTD - it is close to be unplayable at the moment.

The most difficult thing about diagnosing these problems is that I do not get them. :lol:
Makes it a bit hard to figure out what's going on. Some of these we know about...

  1. Let's check all of these...
    • This is a new one.
    • This we know of... Mistake with the art. We used improvement art for the building, while the art defs are completely different. :mischief:
    • Great Lighthouse? I wonder why that would affect you...
  2. Yes, this is due to them being held. We DO have a leash mechanic in place thanks to Cyther, but it's all in python; Eventually, I plan to move it to the DLL and apply it to Mana Guardians.
  3. Yes... They're meant to die as soon as they come off the fort, but apparently the check is failing.
  4. The help, as in the help that plays as you load? If so, we haven't changed anything with it... And it would display the same in FfH as well. ;)
  5. Well. Wasn't aware it would work like that, but I suppose we can call it a feature.
  6. Same issue with the check failing.
  7. I'm not sure this is an issue... How often do they rebuild their improvements?
  8. Thanks, will fix it.
  9. Mostly intentional, I believe, but this one you'd have to ask Vermicious. ;)

a2) I have encountered these problems, too. Not with Brigit though, but with immortals and the like.

a6) All Unique Features does not seem to have the desired effect, I was also missing Dragon Bones beside Pristin Pass.

Yes, something seems to be wrong with Immortals. It's inherited from FF in this case.

As for UFs... Dragon Bones are no longer unique. Dragons spawn in game now.. Kill one, and a Dragon Bones feature drops.
 
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