RifE 1.20 Bug Thread

Hill Giants will be much improved in next version. No slumber, 7 strength.

:)

That's good news about dumping the Slumber thing. However, I wonder if starting them out at strength 7 might be a bit much. They start out at 5 now, a strong unit for when you get them. Then, with the Giantkin promotion they get stronger - I think I have seen them get up to strength 10. Also, they can get weapons promotions, even an Enchanted Blade (never figured those out as I thought they held a club).

Anyway, with the HN ability, you could really wreak some havoc in the early game when you build the Pact of Nilhorn if they start out at strength 7 IMO.

Thanks for losing the Slumber. :)
 
Her minor trait gives free experience gain up to 15 for the tier 1 casters (I think, trying to recall) as the plus side with no other benefits. I don't see this as being terribly overpowering for a trait.

I'd consider the free twincast for Mages and up (and Horsemen and Champions and Rangers) part of the trait as well.
 
That's good news about dumping the Slumber thing. However, I wonder if starting them out at strength 7 might be a bit much. They start out at 5 now, a strong unit for when you get them. Then, with the Giantkin promotion they get stronger - I think I have seen them get up to strength 10. Also, they can get weapons promotions, even an Enchanted Blade (never figured those out as I thought they held a club).

Anyway, with the HN ability, you could really wreak some havoc in the early game when you build the Pact of Nilhorn if they start out at strength 7 IMO.

Thanks for losing the Slumber. :)


I've been testing it and still haven't seen a problem. :)
 
Bug or feature?

While the rest of the civs were stopped by Stasis (aside from the Illians, of course) Taranis/Frozen was apparently unaffected. They added more than 200 pts to their game total during the 30 turns and somehow got 2 GPs (map was full, so I don't think from a lucky lair exploration). Shouldn't they also be affected by Stasis, which, IMO, is the worst World Spell in the game when you play at a slower game speed.

Also, I'm not sure it is a bug, but I still cannot believe how fast the Frozen's score rises in the game. They entered at 88 pts and 30 turns later (epic speed) they are above 350 and second in score. I realize the scoring system in CIV 4 is a little whacked, but still ...
 
Not sure if this is a bug or a feature (if it's a feature, I think it's a bit overpowered)...

Just finished a game as Ophelia playing the Scions. Because of when Korinna is spawned and when the event takes place for her to "accept the gift," Korinna (and my early centenis) started with Tactics I (also I didn't start with creepers). This made it a lot easier to get Blitz for Korinna later on.

Also, I happened to get Aggressive as my other trait (not sure if that plays a role), and then I was able to build the Vacant Mausoleum and get the Emperor. Didn't really impact my playing, but it might be a bit overpowered to get both Korinna and the Emperor...
 
Bug or feature?

While the rest of the civs were stopped by Stasis (aside from the Illians, of course) Taranis/Frozen was apparently unaffected. They added more than 200 pts to their game total during the 30 turns and somehow got 2 GPs (map was full, so I don't think from a lucky lair exploration). Shouldn't they also be affected by Stasis, which, IMO, is the worst World Spell in the game when you play at a slower game speed.

Also, I'm not sure it is a bug, but I still cannot believe how fast the Frozen's score rises in the game. They entered at 88 pts and 30 turns later (epic speed) they are above 350 and second in score. I realize the scoring system in CIV 4 is a little whacked, but still ...

Not sure... I'll have to check it.

Not sure if this is a bug or a feature (if it's a feature, I think it's a bit overpowered)...

Just finished a game as Ophelia playing the Scions. Because of when Korinna is spawned and when the event takes place for her to "accept the gift," Korinna (and my early centenis) started with Tactics I (also I didn't start with creepers). This made it a lot easier to get Blitz for Korinna later on.

Also, I happened to get Aggressive as my other trait (not sure if that plays a role), and then I was able to build the Vacant Mausoleum and get the Emperor. Didn't really impact my playing, but it might be a bit overpowered to get both Korinna and the Emperor...

Bug. I need to go through and move the buildings from requiring traits, to requiring leaders.

reproducible ctd. It happens any time the Balseraphs want to either found a city or take over a city. Happened trying to take over the Barbarian city with the swordsman or founding a new city with the settler.

Here is the save file: View attachment 234633

I'll test this soon... Will take a while though, as the save won't work with my current build.
 
I'll just add two things to my prior post on the Frozen not being affected by Stasis:

1. They also managed to build two Wonders during that short time span (30 turns) - Catacombs and Prophecy of Ragnarox.

2. They only had two cities and to get two GPs and two Wonders during those 30 turns just seems impossible to me, especially with the world in Stasis.

Their scoring is just absurd. In a little over 125 turns, they went from 88 (when they entered) to 1,100 pts. Yet, I got the popup saying they were the least advanced Civ. :confused: I went from having a comfortable lead over the other civs to being firmly in second place compliments of Taranis.

I'd love to hear how this one is explained. ;)

My last game I was close enough and strong enough to take the Frozen quickly out of the game. But, this time they came very soon - this surprised me too. Something is up with the Illians as they built Samhain, popped Stasis and got Elementalism very early to bring on the Frozen. This was around Turn 275, epic speed.

If you don't or can't take out the Frozen early, you are pretty screwed in the game. Hmmmm, time to take Liberation out, I think. ;)
 
I was trying to play a hotseat game with Elohim (Thessalonica), chosen randomly, and my scout graphic was a red sphere. No other issue with unit graphics that I've seen.

And I say tried, because I wasn't at all able to get a game going today. Over the weekend I got around fifty turns in, but that save and several new games today all CTD within two turns and some before the other player got his turn. We also play RoM and base FFH which seem to work okay, but I've heard there are MP issues in some mods (RevDCM most notably).
 
I'll just add two things to my prior post on the Frozen not being affected by Stasis:

1. They also managed to build two Wonders during that short time span (30 turns) - Catacombs and Prophecy of Ragnarox.

2. They only had two cities and to get two GPs and two Wonders during those 30 turns just seems impossible to me, especially with the world in Stasis.

Their scoring is just absurd. In a little over 125 turns, they went from 88 (when they entered) to 1,100 pts. Yet, I got the popup saying they were the least advanced Civ. :confused: I went from having a comfortable lead over the other civs to being firmly in second place compliments of Taranis.

I'd love to hear how this one is explained. ;)

My last game I was close enough and strong enough to take the Frozen quickly out of the game. But, this time they came very soon - this surprised me too. Something is up with the Illians as they built Samhain, popped Stasis and got Elementalism very early to bring on the Frozen. This was around Turn 275, epic speed.

If you don't or can't take out the Frozen early, you are pretty screwed in the game. Hmmmm, time to take Liberation out, I think. ;)

I'm iffy on the scoring system as well. Maybe some of their units need to have their values reduced?

As for the Frozen being deadly, though... Blizzards are being beat with the nerfstick pretty heavily. Extra chance to be destroyed when not on Ice or in the borders of an appropriate civ, much lower spawn chance until The Deepening.

Their main purpose (in my mind, at least) was to aid in the freezing of Illian and Frozen lands. That's now handled by Jean Elcard's climate system, automatically and reversibly. Within Illian and Frozen borders, terrain will move towards an Arctic climate. If they lose the territory, it will revert to it's natural state. The same has been applied to the Malakim for Desert, the Lizards for Marsh, and the D'tesh for Wasteland.

Temples of the Hand will no longer terraform cities, and the Frozen will no longer start with one. The D'teshi workers no longer auto spread Wasteland, instead Arcane units gain the ability to corrupt terrain in neutral/enemy borders.

So... Some changes, as you can see. :lol: These actually aren't even half of what I've added over the past few days. :goodjob:

I was trying to play a hotseat game with Elohim (Thessalonica), chosen randomly, and my scout graphic was a red sphere. No other issue with unit graphics that I've seen.

And I say tried, because I wasn't at all able to get a game going today. Over the weekend I got around fifty turns in, but that save and several new games today all CTD within two turns and some before the other player got his turn. We also play RoM and base FFH which seem to work okay, but I've heard there are MP issues in some mods (RevDCM most notably).

If you're having issues with Elohim artwork, you aren't running version 1.12. Download the patch, in the first post of the Download and Changelog thread.

It also fixes quite a few of the crashes people had. ;)
 
I'm getting a reproducible crash whenever I try turning a fort into a 'Mobile Fortress' as Mechanos. It starts the two-turn cycle, but at the end of the second turn, it CTDs during the end-turn process.
 
Hi, thanks for a great mod!

I'm having a problem though, this is my first time playing RifE (previously played FFH2 a LOT).

The game just hangs after I end my turn. Which is a bit annoying as it's like turn 364.

Here's the savegame in case it's any use: http://www.wow-hm.org/files/Sup2.rar

I've installed:

D:\!Games\Civ4\Beyond the Sword\Mods\Fall Further 051 (FFSetup051.exe & FF051-PatchC.exe)
D:\!Games\Civ4\Beyond the Sword\Mods\Fall Further Plus (Fall Further Plus 022 Setup.exe)
D:\!Games\Civ4\Beyond the Sword\Mods\Rise from Erebus (RifE 1.12 Setup.rar)

If that matters at all. I guess the installs are fine, as I haven't experienced any other issues.

Any workaround to this so I can continue my game? I have no idea what's causing it.
 
Hey! Don't completely get rid of Blizzards! It is like the OP Animals, it needs toned down but adds some nice flair to the game. I love how you can't leave the Illians unchecked or they start to freeze the world. (It does need toned down a bit though, but it sounds like that has been handled!)

Can't wait to see the new changes.
 
Yes, I agree. The Blizzards do add another element to the game, but it just seems to me the Frozen are just unbelievable when it comes to game scoring. I guess I should try to play them in a game and see what is up.

I also am looking forward to the next version...although, I have to admit I've never had more fun with a version of Civ 4 than RifE despite the CTDs.

One thing I have not seen yet is a game where the Frozen, Mercurians and Infernals are all in it. Has anyone had a game like that yet? The various terrain types alone is mind-boggling. ;)

One observation is that whenever I start a game I use RANDOM to select my civ. Without exception the computer has always chosen one of the Balseraph leaders for me. I accepted them the first 4 times, but then wanted to try other leaders. I'm fairly certain Loki has something to do with rigging this randomness. :)
 
Valk, have you been importing stuff from Dune Wars?

You seem to have imported a bug that they have, too. When I hold shift and hover over a unit picture, it creates a python exception. I have chipotle enabled.

This bug only appears in dune wars, and now Rife. It's not in FF, FFH, Planetfall, or anything else I've played.

PYTHON_EXCEPTION.png
 
I'm getting a reproducible crash whenever I try turning a fort into a 'Mobile Fortress' as Mechanos. It starts the two-turn cycle, but at the end of the second turn, it CTDs during the end-turn process.

Hmm... I'll have to look at that. I haven't gotten crashes from it myself, though.

Hey! Don't completely get rid of Blizzards! It is like the OP Animals, it needs toned down but adds some nice flair to the game. I love how you can't leave the Illians unchecked or they start to freeze the world. (It does need toned down a bit though, but it sounds like that has been handled!)

Can't wait to see the new changes.

Not planning on it, just reducing how common they are until the late game. ;)

Valk, have you been importing stuff from Dune Wars?

You seem to have imported a bug that they have, too. When I hold shift and hover over a unit picture, it creates a python exception. I have chipotle enabled.

This bug only appears in dune wars, and now Rife. It's not in FF, FFH, Planetfall, or anything else I've played.

PYTHON_EXCEPTION.png

I have not (Aside from some art). I had that bug myself, actually, but have already fixed it. :goodjob:
 
Hi,

Not sure whether it is a bug or a feature (annoying for me :) ), but I cannot upgrade unit while in Culture Control tile (0% Culture, 100% Culture Control) next to a Fort.

Any idea ?
I could make the upgrade possible anywhere but I would like it to be possible only in culture controled or owned tiles.
 
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