RifE 1.20 Bug Thread

I'm having issues installing 1.12. I open the rar file, extract, then begin setup. However, the setup tells me I am installing version 1.01, not 1.12 as the file itself is labeled. When I check in-game, I do seem to be missing the things from 1.12. Anyone have an idea of what's up?
 
Inodiv: The promotion will stay on so long as the caster is in the tile with the affected unit; seeing as in your case the caster and the affected unit are one in the same, the promotion will never wear off --unless specified specifically to do so--.
 
It doesn't appear the Jotnar know when or how to make settlers or build cities. From my data sample of 1 game, anyway. ;)
 
Jotnar sould creat new Citys via Citadels (Forts) and not via Settlers butthats curent broken.
From the first Page of Reported Bugs:
Jotnar are unable to create cities out of Citadels.
 
Jotnar sould creat new Citys via Citadels (Forts) and not via Settlers butthats curent broken.
From the first Page of Reported Bugs:
You'd think I'd learn to look at the buglist before posting. :crazyeye:
 
Two more hamster-related items, and no, I do not work for Petsmart:

1. They apparently have the ability to spawn and attack on the same turn. I haven't noticed that with other animals/barbs. Bug or feature?

2. Clearly a bug, Loki was killed by a Hamster (a real titanic battle, that) and Loki was NOT in a city. He WAS, however, on City Ruins which he had just flipped. Still, I don't think he should be killable on ruins by anyone/anything.

If you are playing the Balseraphs and there are Hamsters around, you really must be careful with Loki and not keep him in cities or they will quickly zero in and kill him with their Hamster Marksman ability. ;)
 
So... what's with the aquatic bears?
 
Will look at the loki issue...

And Bears are able to swim. Fish is a main source of food for them, after all. They just can't enter the Ocean.

But the ability to walk on Coasts? That seems a bit much. Perhaps make them amphibious, so rivers don't affect them?
 
In addition to bears and lizards themselves, it's odd seeing bear dens in the water.

I would swear I'm seeing da bears in the ocean, too. Will verify when I fire up the game again.

:ninja: Okay, definitely in ocean. Bears, dens, and lizards. They have inherent water walking promo.

Also: description of Spring (the mouseover) is incorrect... still says "turns desert into plains and puts out surrounding fires." Should have the progression: desert->plains->grassland->marsh (not sure about tundra or others).
 
But the ability to walk on Coasts? That seems a bit much. Perhaps make them amphibious, so rivers don't affect them?

Heh, tend to agree....bears ARE good swimmers, but they don't really go swimming up and down the coast fishing, they fish in rivers or shallows where they can swipe at the fish. Polar bears swim from ice floe to ice floe, but they aren't fishing while they swim.

By having bears moving on coasts, we put them in a position to kill ships...it just doesn't seem like that is where bears should be, even though they can swim.
 
I agree the only bears that realy sould have swimming are Ice Bears because if you go to the swimming Argument you also have to give Tiger this ... but normal bears and Tigers usualy dont swimm trough a leak. Oh and when you are at it maybe you have to give this ability to all ampibius Units?
 
RifE 1.12. Things I noticed, not all bugs:

1) Mother Enningas built a Wild Troll which went feral the turn she built it and thus destroyed her city, her stack in it, and her Civ. Shouldn’t it have been the displacee instead?
2) Tigers move 1, Lions 2. This is backwards from everybody else. Intentionally?
3) As many as 7 CtDs while loading a save, as many as 4 between turns (though it does work more often than not). As mentioned above, it has Jotnar.
4) Animals mostly aren’t guarding their lairs, so the flaming D’Teshi Scouts are going ‘round destroying them.
5) Speaking of The D’Teshtable Ones, maybe you could make them visible after they do something? As it stands, they are nearly impossible to defend against until mid-game or so - (Perfect Sight or Field Survey III or Empyrean priests or Dies Diei or ??) - and now they’re the only ones that can operate freely in the wildlands. C’mon, wouldn’t there be something that could at least smell the nasty poisonous burnt little boggarts?
-Although, in this game, at around turn 150, I saw a level-6 Giant Lizard next to their Pop-2 city (ah, Schadenfreude), so at least with this AI they’re more annoying than threatening.
6) Somewhere to my South I have a Treasure Chest. I don’t see it on the map or on F5, but it sure shows up on F2 - it’s been bleeding me for 80 turns. As soon as my Hippogriff heals I’ll have something with a shot at taking it out. Anyway, what bugs me (besides being unable to go get it for so long) is paying supply and maintenance on something that clearly needs neither.
7) The Guardians didn’t show up again, though I saw it once on another map (All Unique Features on). If it needs a special arrangement of mountains, or if the chokepoints are all getting filled with Goblin Forts instead, maybe it could just fill in the appropriate peaks itself?
8) I have no idea how I managed to convince myself earlier that Dwarven Mines could be placed 2 squares apart. I can see why I thought it was supposed to be that way, but not why I thought it could be done. So, sorry if I led you astray earlier. That said, can I talk you into rephrasing the description? “Requires 2 Tiles from another Dwarven Mine” maybe could be “Must be 3+ Tiles from other DMs” or perhaps “Requires 2 intervening Tiles from other DMs”.
9) I was attacked by a Hill Giant (from a Giant Steading) almost immediately. I was lucky and it was dumb (attacking a hill city across a river), but they shouldn’t invade so early. I also got 3 Hippogriffs before I could build anything stronger than Warriors to defend my Workers. Again, we shouldn’t be getting raiders - particularly ones that come from outside our sight range - before we can make (and afford) defenders strong enough to take them. Um, and maybe we could get them when we can handle them? -At turn 180, I haven’t had any invaders since those 4 units. (Of course, I am actively looking for Hamster Wheel motors.)
10) My take on the animals question: I think there should be nasties everywhere - sea and land - from the start of the game and the farther away the nastier. If the leash thing doesn’t bog down CPU too much, maybe you could keep them there but make them more restive as Civs encroach on their range. That’s just the Animals. I’d say make the Savages and Demons increase in strength as the Tech level goes up. It sort of does that now, only too slowly to make any real impact on my games; I’d rather it followed more closely.
11) I gave Mother E some Fyrds in the WB -- she’s using them as garrisons. Sigh.
12) No Gorilla-like animals through turn 180 any time I checked in the WB - though we had quite a lot of free jungle early on this continent and still have the whole New World to spawn in. Maybe make Yetis/Abominables/Bigfeet in mountains/snow/forest so we can get something?
 
So I'm getting a repeated CTD in my current game with the Dural. Any idea what's causing it? It's my first time really playing as the Dural, and I'm hoping to finish the game...
 

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RifE 1.12. Things I noticed, not all bugs:

1) Mother Enningas built a Wild Troll which went feral the turn she built it and thus destroyed her city, her stack in it, and her Civ. Shouldn’t it have been the displacee instead?
2) Tigers move 1, Lions 2. This is backwards from everybody else. Intentionally?
3) As many as 7 CtDs while loading a save, as many as 4 between turns (though it does work more often than not). As mentioned above, it has Jotnar.
4) Animals mostly aren’t guarding their lairs, so the flaming D’Teshi Scouts are going ‘round destroying them.
5) Speaking of The D’Teshtable Ones, maybe you could make them visible after they do something? As it stands, they are nearly impossible to defend against until mid-game or so - (Perfect Sight or Field Survey III or Empyrean priests or Dies Diei or ??) - and now they’re the only ones that can operate freely in the wildlands. C’mon, wouldn’t there be something that could at least smell the nasty poisonous burnt little boggarts?
-Although, in this game, at around turn 150, I saw a level-6 Giant Lizard next to their Pop-2 city (ah, Schadenfreude), so at least with this AI they’re more annoying than threatening.
6) Somewhere to my South I have a Treasure Chest. I don’t see it on the map or on F5, but it sure shows up on F2 - it’s been bleeding me for 80 turns. As soon as my Hippogriff heals I’ll have something with a shot at taking it out. Anyway, what bugs me (besides being unable to go get it for so long) is paying supply and maintenance on something that clearly needs neither.
7) The Guardians didn’t show up again, though I saw it once on another map (All Unique Features on). If it needs a special arrangement of mountains, or if the chokepoints are all getting filled with Goblin Forts instead, maybe it could just fill in the appropriate peaks itself?
8) I have no idea how I managed to convince myself earlier that Dwarven Mines could be placed 2 squares apart. I can see why I thought it was supposed to be that way, but not why I thought it could be done. So, sorry if I led you astray earlier. That said, can I talk you into rephrasing the description? “Requires 2 Tiles from another Dwarven Mine” maybe could be “Must be 3+ Tiles from other DMs” or perhaps “Requires 2 intervening Tiles from other DMs”.
9) I was attacked by a Hill Giant (from a Giant Steading) almost immediately. I was lucky and it was dumb (attacking a hill city across a river), but they shouldn’t invade so early. I also got 3 Hippogriffs before I could build anything stronger than Warriors to defend my Workers. Again, we shouldn’t be getting raiders - particularly ones that come from outside our sight range - before we can make (and afford) defenders strong enough to take them. Um, and maybe we could get them when we can handle them? -At turn 180, I haven’t had any invaders since those 4 units. (Of course, I am actively looking for Hamster Wheel motors.)
10) My take on the animals question: I think there should be nasties everywhere - sea and land - from the start of the game and the farther away the nastier. If the leash thing doesn’t bog down CPU too much, maybe you could keep them there but make them more restive as Civs encroach on their range. That’s just the Animals. I’d say make the Savages and Demons increase in strength as the Tech level goes up. It sort of does that now, only too slowly to make any real impact on my games; I’d rather it followed more closely.
11) I gave Mother E some Fyrds in the WB -- she’s using them as garrisons. Sigh.
12) No Gorilla-like animals through turn 180 any time I checked in the WB - though we had quite a lot of free jungle early on this continent and still have the whole New World to spawn in. Maybe make Yetis/Abominables/Bigfeet in mountains/snow/forest so we can get something?



1. Yeah...that shouldn't work like that.
2. Intentional. Tigers are slower and stealthy.
3. :cry: Still no idea why this is happening.
4. Sounds like an AI setting. Should be able to tweak that.
9. Hill Giants seem super-scary...but they aren't. A stack of warriors is sufficient to counter one. I've tried neutering them for the AI...but there is really no reason to do so. They won't spawn in stacks until much later.
10. Still a work in progress. I just played a test game and also hit a spawn lull after turn 100. Not sure what is causing this...perhaps the game is naturally putting more weight on savages vs. animals as the turn count advances? Valk is doing some work on this. :)
11. Easy to fix
12. Gorillas SHOULD spawn in forests. I've noticed that not every possible animal is spawning in every game...and the missing ones aren't consistent. Probably something with the way appearance tags are working. Will look into it.
 
9. Hill Giants seem super-scary...but they aren't. A stack of warriors is sufficient to counter one. I've tried neutering them for the AI...but there is really no reason to do so. They won't spawn in stacks until much later.
You used a very important word there: a stack of warriors. The first (and thankfully only) Hill Giant I've encountered killed me on turn 16. There are no stacks on turn 16. If you're lucky and haven't run into anything else, you might have a second warrior.
 
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