RifE 1.20 Bug Thread

Something different, at least. Game crashes apparently when I kill Orthus.

View attachment 237748

Edit: Oddly enough, if I wait a few turns and kill him on defense, the game proceeds just fine.

Edit2: Or not. Having beat Orthus, I then took on the node defender to the east. CTD when I attempted to sacrifice the rightmost warrior against it. It was that same unit that was attacking when the game crashed against Orthus. So it may be the unit.

Edit3: That unit got the event about torturing prisoners previously and I took the -1XP option, as it's an early unit, it therefore had negative experience. When I set that value to 0, it attacked the node defender without issue (aside from dying spectacularly), and there was no problem when the other unit attacked.
 
My game seems to crash when the Sailer's Dirge is spawned. Will be doing more testing.

Nope, thats not the problem
 
I think if you check my save above, you'll also find we're still not getting credit for trade routes.
 
Something different, at least. Game crashes apparently when I kill Orthus.

View attachment 237748

Edit: Oddly enough, if I wait a few turns and kill him on defense, the game proceeds just fine.

Edit2: Or not. Having beat Orthus, I then took on the node defender to the east. CTD when I attempted to sacrifice the rightmost warrior against it. It was that same unit that was attacking when the game crashed against Orthus. So it may be the unit.

Edit3: That unit got the event about torturing prisoners previously and I took the -1XP option, as it's an early unit, it therefore had negative experience. When I set that value to 0, it attacked the node defender without issue (aside from dying spectacularly), and there was no problem when the other unit attacked.

Looks like you found the issue already then.

Negative xp is a fairly bad thing... The game freaks out when it tries to add xp to it. Will either make the event require a unit with at least 1 xp, or limit that option to a unit with at least 1 xp; Second method would mean you basically have to kill the unit, if you aren't evil.
 
New prob:
File CvEventInterface, line 30,in onEvent
File CvCustomEventManager line 136 in handleEvent
File CvCustomEventManager line 147 in_handleDefaultEvent
File Blizzard line 79 in doBlizzardTurn
AttributeError Blizzard instance has no attribute iBlizzardChancePlus
 
New prob:
File CvEventInterface, line 30,in onEvent
File CvCustomEventManager line 136 in handleEvent
File CvCustomEventManager line 147 in_handleDefaultEvent
File Blizzard line 79 in doBlizzardTurn
AttributeError Blizzard instance has no attribute iBlizzardChancePlus

Yes, I found this bug while testing other bugfixes I made for the Frozen, and fixed it for my version in a patch I just released.

I removed the "extra" chance to create a blizzard, because it was not necessary... but I forgot to actually remove it from the code. I only deleted the variable. So the 'create a blizzard' section in Blizzards.py should be changed to this:

Code:
			#Creates a blizzard
			if pPlot.getTerrainType() == iSnow:
				if self.canBlizzard(pPlot, true):
					if CyGame().getSorenRandNum(100, "Blizzard") < self.iBlizzardChance:
						pPlot.setFeatureType(iBlizzard,0)
						self.doBlizzard(pPlot)
 
175 turns in playing as Luichiurp and no CTDs. Some very interesting and fun features so far - good job guys. Not sure if these are bugs or features so I thought I would bring them up:

1. A non-Elven AI civ founded FOL on Turn 47 - awfully early in an Epic speed game. I'm sure a Great Prophet figured in there somewhere, but it is still amazing as they would need Ancient Chants, Mysticism, and Hunting all in 47 turns. I know the Elves beeline these techs, but not other civs.

2. I thought I read somewhere that Lair exploration would be improved. Here is what I got for the 7 lairs/dungeons I was able to explore:

1. Orcs
2. Orcs
3. Orcs
4. Orcs
5. 39 Gold
6. Orcs
7. Orcs

I also managed two epic lairs and got a Golden Age and 4 Diseased Corpses and a Hell Hound.

I don't see much of a change here from prior versions.

3. Love the new and 'improved' animals, but...

a. Is a Drake a Beast? I couldn't capture one with my Scout, but killed it.

b. I had a Tiger right next to my Scout and couldn't see it. Later, it was on the same tile as my units. Eventually, I saw another Tiger and captured it. Are they invisible to all units in some terrain?

c. While there were some early strong animals, the killer was the number of animals with 3 movement points - Drakes, Raptor Packs, and Worgs. They were strong, quickly became stronger, and just hunted anything down on the map. I really wouldn't have a problem with the 3 movement pts., except for the cheating the AI does in seeing the map while you cannot. I recommend these guys be dropped down to 2 movement pts. The Worgs are especially bad as they entered my territory without me being able to see them and picked off Mud Golems. With the Worgs at strength 8 my Warrior escorts were useless.

d. I noticed my captured Lizards upgraded to Lizard Packs, but couldn't figure out how they did it. Is it similar to the old Blooded Werewolves? Baby Spiders?

e. I had one of my captured Lizard Packs named as a Hero of the Sword and that just didn't sound right. :snowlaugh:

4. One thing that is tough getting used to is units not being able to enter certain tiles based on the terrain. For example, I could not move my Lizards on Tundra or Ice (but I could move my Tigers on that terrain, so that is inconsistent IMO). Also, what is Boreal? I couldn't see any reference to it in the Civilopedia.

Again, thanks for the hard work on this revision and our early holiday gift. :xmascheers:
 
Yes, I found this bug while testing other bugfixes I made for the Frozen, and fixed it for my version in a patch I just released.

I removed the "extra" chance to create a blizzard, because it was not necessary... but I forgot to actually remove it from the code. I only deleted the variable. So the 'create a blizzard' section in Blizzards.py should be changed to this:

Code:
            #Creates a blizzard
            if pPlot.getTerrainType() == iSnow:
                if self.canBlizzard(pPlot, true):
                    if CyGame().getSorenRandNum(100, "Blizzard") < self.iBlizzardChance:
                        pPlot.setFeatureType(iBlizzard,0)
                        self.doBlizzard(pPlot)

Ah, yeah. I had merged your new Blizzard python. This will be fixed sometime soon, in a smaller patch.

175 turns in playing as Luichiurp and no CTDs. Some very interesting and fun features so far - good job guys. Not sure if these are bugs or features so I thought I would bring them up:

1. A non-Elven AI civ founded FOL on Turn 47 - awfully early in an Epic speed game. I'm sure a Great Prophet figured in there somewhere, but it is still amazing as they would need Ancient Chants, Mysticism, and Hunting all in 47 turns. I know the Elves beeline these techs, but not other civs.

2. I thought I read somewhere that Lair exploration would be improved. Here is what I got for the 7 lairs/dungeons I was able to explore:

1. Orcs
2. Orcs
3. Orcs
4. Orcs
5. 39 Gold
6. Orcs
7. Orcs

I also managed two epic lairs and got a Golden Age and 4 Diseased Corpses and a Hell Hound.

I don't see much of a change here from prior versions.

3. Love the new and 'improved' animals, but...

a. Is a Drake a Beast? I couldn't capture one with my Scout, but killed it.

b. I had a Tiger right next to my Scout and couldn't see it. Later, it was on the same tile as my units. Eventually, I saw another Tiger and captured it. Are they invisible to all units in some terrain?

c. While there were some early strong animals, the killer was the number of animals with 3 movement points - Drakes, Raptor Packs, and Worgs. They were strong, quickly became stronger, and just hunted anything down on the map. I really wouldn't have a problem with the 3 movement pts., except for the cheating the AI does in seeing the map while you cannot. I recommend these guys be dropped down to 2 movement pts. The Worgs are especially bad as they entered my territory without me being able to see them and picked off Mud Golems. With the Worgs at strength 8 my Warrior escorts were useless.

d. I noticed my captured Lizards upgraded to Lizard Packs, but couldn't figure out how they did it. Is it similar to the old Blooded Werewolves? Baby Spiders?

e. I had one of my captured Lizard Packs named as a Hero of the Sword and that just didn't sound right. :snowlaugh:

4. One thing that is tough getting used to is units not being able to enter certain tiles based on the terrain. For example, I could not move my Lizards on Tundra or Ice (but I could move my Tigers on that terrain, so that is inconsistent IMO). Also, what is Boreal? I couldn't see any reference to it in the Civilopedia.

Again, thanks for the hard work on this revision and our early holiday gift. :xmascheers:


  1. Most likely got a disciple from lair exploration.
  2. By improved, we meant the results were fixed to match the new animals, not that odds were changed. For example, one result was a griffin... Which is rather strong now. Changed to a hippogriff.
  3. In order...
    • All animals become beasts after they age enough.
    • Not sure on Tigers.
    • Hmm... Something for me to look at while I clean up the code.
    • 25% chance to upgrade after a victorious combat.
  4. Certain animals don't enter certain terrains; Jungle dwelling lizards don't do tundra, but there certainly are tigers that will live in cold climates. Boreal is the Tundra climate. You'll see Arid/Semi-Arid/Grass/Boreal/Frost/Wasteland/Glacial... Think that's all of them. Desert/Plains/Grass/Tundra/Wasteland/Glacier.
 
New Prob:
File CvEventInterface, line 30,in onEvent
File CvCustomEventManager line 136 in handleEvent
File CvCustomEventManager line 147 in_handleDefaultEvent
File CvEventmanager line 3724 in onCityDoTurn

Argument Error:Python argument types in CyUnit.setScriptData(CyUnit,unicode)
did not match C++ signature:
setScriptData(class CyUnit{lvalue}, class
std::basic_stringchar.struct std::char_traits<char,class
std::allocatorchar>)

I did mess with the py to add TC01's fix, so I may have messed something up, but I'll just report it in just incase.
 
spellJotBloom is wrong. The various
Code:
pPlot.setFeatureType(gc.getInfoTypeForString('FEATURE_FOREST_NEW'),True,True)

should be
Code:
pPlot.setFeatureType(gc.getInfoTypeForString('FEATURE_FOREST_NEW'),0)

or possibly some other int as the third argument.
 
I'm getting first turn CTDs even with the hotfix. Any suggestions? I'm attaching the initial save. I've gotten several of them. Playing Pangaea as Doviello. If it helps, it's not happening immediately after I go to the next turn. (pop up messages about Auric are making it on the screen) It seems to be happening right before I start the second turn (if that makes any sense...) Thanks.
 

Attachments

On lairs: We modified some of the results, but the probabilities are unchanged. Is the general sentiment that there should be more variety in the results? If so, we can do that.


On move 3 animals: That is part of the challenge. I understand they are a pain...but that is intended.
 
A minor bug, when mousing over my leader flag, it still says RiFE 1.10, even though I'm using 1.2 and the latest hotfix.

Also playing as Cuali, peaks are becoming covered with flat terrain swamp, giving the appearance that it is floating.
 

Attachments

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    mountain swamp0000.JPG
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