RifE 1.20 Bug Thread

I get two options to build Thrall Militia units, which are the same but appear to be different kinds of units as Jotnar.

Workaround. The two things causing AI Jotnar to crash last version were the inability to build either a Worker or Settler. Settlers are back; Thrall Militia is defined as both Warrior and Worker. Does both jobs anyway.

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.

Yeah, neglected to fix the textkeys. I do that rather often. :lol:

I'll have to add some code preventing it from spreading to mountains.
 
Also, fo some reason, the mountains I've revealed with my jotnar are still visible with the area around them, even while there're no my units around... Weird. I see almost the whole map.

Satellite view :D.
 
If we could get trade routes counted, that'd be neat too. I'm playing with the no inflation option on to compensate, but I really have no idea how far off one way or the other that is from the way the game is intended to pace.

Oh, and there's a txt_key thing in the tower of eyes pedia entry-not a high priority.
 
Not sure if this has been posted yet, but any game where either I, or an AI are playing as the Svartalfar (independent of leader), game crashes after first turn. Saw this first trying to play online with a friend in a custom game, where he was Svartalfar. Was able to replicate it on my machine by playing as Svartalfar (crash), playing as Balseraphs and with no AI as Svartalfar (no crash), then playing as Balseraphs with an AI as Savartalfar (crash).

When I played as svartalfar, I founded a city on my first turn and auto explored with other units, and I did the same thing when I tested as the Balseraphs. For now I am just manually setting the AIs in my games to make sure they're not Svartalfar and have had no other problems.
 
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.

Yes, VK, that has always been my point on lair results. I think the % of bad vs. good results is fine. However, why always just Orcs and Gold? It just seems you hardly ever get anything else.

3 move animals are tough, especially the Worgs I am finding as they will zip right into your territory while the Drakes and Raptor packs don't do that. I realize it is a challenge, but my point was that with the AI cheat of being able to see the whole map (while the human player cannot), giving them 3 movement pts. is a bit much IMO.

All you have to do is send a single unit out beyond your borders and the Worgs, Raptor Packs, and Drakes come a-runnin' even if they are far, far away. ;)

So, I can adjust to it, but once you get one of these units on your tail in the early game you are dead as you can no longer outrun them like before.

More tough to get used to for me is the terrain restrictions for certain units, like captured Lizards. :)
 
Not sure if this has been posted yet, but any game where either I, or an AI are playing as the Svartalfar (independent of leader), game crashes after first turn. Saw this first trying to play online with a friend in a custom game, where he was Svartalfar. Was able to replicate it on my machine by playing as Svartalfar (crash), playing as Balseraphs and with no AI as Svartalfar (no crash), then playing as Balseraphs with an AI as Savartalfar (crash).

When I played as svartalfar, I founded a city on my first turn and auto explored with other units, and I did the same thing when I tested as the Balseraphs. For now I am just manually setting the AIs in my games to make sure they're not Svartalfar and have had no other problems.

Strange. My first game had Volanna it it as an AI leader - no crashes. I just started a new game with the same leader, and, again, no crashes. :confused:
 
wow, this game is brutal... my first two games lasted around 5 minutes! anyway, the game i'm on now has started generating python notifications like this..

Cvgameinterface line 179 ai_choosetech
Cvgameutils line 3162 ai_choosetech
name error: global name ';ConstructionKuriotates' is not defind

seems to be related to the kuriotates most of the time.
 
wow, this game is brutal... my first two games lasted around 5 minutes! anyway, the game i'm on now has started generating python notifications like this..

Cvgameinterface line 179 ai_choosetech
Cvgameutils line 3162 ai_choosetech
name error: global name ';ConstructionKuriotates' is not defind

seems to be related to the kuriotates most of the time.

If you get anymore, please post them! Issues with the Better FFPlus AI mod.
 
Yeah, that involves the Tar Demons for the Frozen. Will check it.

I drastically changed the way Tar Demons are done in the 0.9a patch for the Frozen (independent Frozen civ), so you might want to look at that patch as well when investigating this.


Also, if python logging is turned on (or maybe even if it is turned off, I don't know), the python exceptions are written to PythonErr.log in the Civ4Logs directory (a link to this can be found in the main BTS folder). So after you get two or three you can just go into this file and post the contents.
 
I believe that this has been reported before, but I also thought it was fixed so...

Priests of winter (at least the "hero" ones the Illians get) can summon multiple frostlings.
 
python exceptions update.

"CvEventInterface", line 30, in onEvent
"CvCustomEventManager", line 136 in handleEvent
"CvCustomEventManager", line 147 in _handleDefaultEvent
"CvEventManager", line 3739, in onCityDoTurn

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

and.....

"CvGameInterface", line 158 and 1043 in cannotConstruct

AttributeError: 'CyCity' object has no attribute 'getHealth'
 
I believe that this has been reported before, but I also thought it was fixed so...

Priests of winter (at least the "hero" ones the Illians get) can summon multiple frostlings.

Haha, not multiple. ENDLESS! I wish there was an autocast button. All my cities are guarded by 30+ frostlings, all my forts are guarded by ~10 frostlings, and they act as collateral weapons too. I easily beat Always War deity game if I manage to get to priesthood.
 
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