RifE 1.20 Bug Thread

Could that python fix get a listing in the original post (or somewhere we can find it until the next patch)?

Also, I built a farm on a tile that previously had a fort and my fort commander is still sitting there. I'm not complaining about a free defender for my farm, but it seems like fort commanders should be dismissed with their fort.

I'm working on cleaning up the code, after which there will be a patch. Possibly as soon as this week. :D

Fort Commanders... Yeah. Tried to be creative with their python, so I wouldn't have to list EVERY fort/claimable improvement. Didn't work, so I'm adding a new boolean tag to improvements, bFort. Will be used to kill the commander if he's not on an improvement with the bFort tag activated.
 
I noticed some weirdness with irrigation, and I can't find any xml tags that would be affecting it.

Irrigation does NOT seem to spread to hell terrain (broken lands/fields of perdition). With the Construction tech, I could build farms on hell terrain if it was next to a fresh water source, but not if it was next to an irrigated farm.

While playing as the Doviello, irrigation would NOT spread to ice terrain unless the original fresh water farm was built on ice. However, farms built on ice would NOT spread irrigation to grasslands. While playing as Bannor, farms built on ice WOULD spread irrigation to grasslands. Deserts didn't seem to have an effect on irrigation as either Bannor or Doviello (but you can't build on non-flood plain deserts because they don't meet the 1 food prereq).

I can't find anything in the xml that would cause terrain to affect irrigation, and neither Snarko nor Opera could find anything in the DLL. So basically, what I'm asking is:

What causes certain terrain types to affect the spread of irrigation (possibly depending on the civ), and what do I have to edit to change it?


EDIT: Tested the Doviello again. Ice farms are spreading irrigation to grass and plains just fine, as well as to ice. Worked the same with Illians. So the only weirdness seems to be irrigation is not spreading to broken lands or fields of perdition; I can only build farms on these terrain types if they are next to a river or fresh water lake.

EDIT2: Adding Broken Lands and Fields of Perdition under <TerrainMakesValid> of farms fixed this issue. I can now build farms on hell terrain as long as the other conditions are met (irrigation, minimum 1 food).
 
Been playing a game as the Frozen, having started out as the Jotnar. Founded the White Hand via the ritual and the Holy City for it is located firmly in my capital.

Now the issue is that no religion stays in any of my other cities. They spread there, but get wiped immediately. Now while this would make sense for any religion not the White Hand, it's happening to the White Hand as well. Even tried spreading it via the Build Temple ability of the Priest's, but as soon as I build the Temple both the religion and the building vanish from the city.
 
Been playing a game as the Frozen, having started out as the Jotnar. Founded the White Hand via the ritual and the Holy City for it is located firmly in my capital.

Now the issue is that no religion stays in any of my other cities. They spread there, but get wiped immediately. Now while this would make sense for any religion not the White Hand, it's happening to the White Hand as well. Even tried spreading it via the Build Temple ability of the Priest's, but as soon as I build the Temple both the religion and the building vanish from the city.

Since when I designed the Frozen, we didn't have any White Hand religion... I wrote code to remove all religions from Frozen cities under onCityAcquired and in onCityDoTurn. As well as all religious buildings.

That code should probably be changed to be more like the Infernal code which does the same thing, except keeps and spreads Ashen Veil. Make it remove all religions except for White Hand, and if the White Hand has been founded, maybe auto-spread it to all Frozen cities?
 
In my last game Jotnar build cities extremely close to each other, in many cases onlyone tile apart which should not be possible, should it?
 
Fort commander spawned by Dullahan isn't D'Teshs UU, but a default one.

Known issue. The code it uses is the Pioneer code (Also has an issue with the Req, as it's meant to be available in enemy borders; That's the whole point of it), which was apparently written so long ago that it references the actual unit rather than the unitclass. It's an issue with all Commanders atm; None generate the correct Fort Commander. Will be fixed.

Been playing a game as the Frozen, having started out as the Jotnar. Founded the White Hand via the ritual and the Holy City for it is located firmly in my capital.

Now the issue is that no religion stays in any of my other cities. They spread there, but get wiped immediately. Now while this would make sense for any religion not the White Hand, it's happening to the White Hand as well. Even tried spreading it via the Build Temple ability of the Priest's, but as soon as I build the Temple both the religion and the building vanish from the city.

Since when I designed the Frozen, we didn't have any White Hand religion... I wrote code to remove all religions from Frozen cities under onCityAcquired and in onCityDoTurn. As well as all religious buildings.

That code should probably be changed to be more like the Infernal code which does the same thing, except keeps and spreads Ashen Veil. Make it remove all religions except for White Hand, and if the White Hand has been founded, maybe auto-spread it to all Frozen cities?

That's pretty much what I figured when I read the first post. Easy to remove/tweak, will do so.
 
Hi

I hope this is the right place to post something which i was wondering about.

Currently playing over LAN with my friend (Or been doing that for some time already) and i don't know if it's a general issue or bug but we're getting approximatly every 10th turn out of sync message, sometimes it goes away after the next turn but usually it stays there until a restart is made. Also the first OOS comes around turn 60+.

Any kind of help is kindly appriciated.

Thanks :)
 
View attachment 238160

FlatXP, BetterRecon
Govannon (the active unit when I saved, he's in Endailion in the NE of my territory) starts with all three Channeling promotions, but is getting the Channeling 2 promo button available at level up. It's wording is a little odd, I guess it's supposed to be for Amurite units that get channeling 1 already. I think I may have bought it for my tower mages before I noticed the issue (I've since deleted that one without a fort).

Also, I had an unrepeatable crash a couple of turns ago. The next attempt that didn't crash, about the time of the crash, a centaur spawned in one of the two unclaimed tiles on the northernmost part of my border with the Ljosofar. So there might be an issue with spawning (on a tile not under fog of war?!?) but not a deadly one.
 
no matter what settings i choose, my game always crashes after the first time i hit end turn. Its really disappointing i'd like to try RifE. Any suggestions?
 
I've got a bit of an odd bug at the moment. Playing as Mechanos on turn 303, and the turn won't complete. I press end turn, a message for a Great Person pops up, I press ok, and it's stuck on "Waiting for other civilisations". Game isn't frozen though, as I can still move the map around and access the various menus, but the game won't advance :confused: Any ideas on how to resume crushing Elves?
 
A long time bug still in the game:

Hire the Hunter still does not let you have the option to purchase one of the animals you might need for your Grand Menagerie. It's nice to get the event, but you can only hire the hunter and that's no big deal when you can usually build one in a turn or two.

Recommend fixing this event, or just cutting it out.
 
Commerce from trade routes isn't added to the city's commerce pool.

I also had message about sheut stone popping in a quarry but it turned out to be marble.
 
So I'm trying this mod out for the first time, having gotten bored of FF's poor improvement AI, but wanting something more advanced than vanilla FF. I'm finding it somewhat frustrating, mostly for the lack of documentation regarding most of the new civs and their various quirks, especially the Jotnar (who have apparently changed a lot from what little I read about them when they were a mod for FF - their Pedia entry also refers to them working only a 1 tile ring, not an extra ring like Kuriotates).

Crashes also seem to be fairly common, sometimes in the first turn, sometimes later. I presume this is related to AI civs and the various special mechanics of the RiFE civs, as setting them human only or locking them seems to reduce the frequency. My last game, an attempt to learn the Jotnar, also fell flat because of an AI's infinite turn (spent ~10 minutes "waiting for other civilizations.") I attempted to turn on error logging, but if it even works in the case of raw crashes to desktop, I don't know where to find the logs.

In any case, I did have a specific question. No idea if this is a bug, but I started a new game as Calabim Alexis, and my territory is freezing. Only 9 turns in and my capital's fat cross is already almost all tundra. My previous Jotnar game had this issue too, and although they seem to favor cold areas (production bonuses and their unique tundra improvement), the AI Ljosfalar also was pure ice before I had to give up that game due to the above infinite turn.

I'm aware of the climate addition, but I highly doubt the flavor of Calabim and Ljosfalar would set their climate to freeze. I even tried a game as Mazatl, who I know from the changelog should be evolving toward jungle, and they were freezing as well. Is there a game option that is affecting this? I don't have the End of Winter option enabled, and the Climate I selected for the map type (Terra) was tropical.

Also, looking at the settings in-game, some of the options (like No Acheron, no Council of Esus religion) are enabled even though they are not listed in the Custom Game creation screen.
 
So I'm trying this mod out for the first time, having gotten bored of FF's poor improvement AI, but wanting something more advanced than vanilla FF. I'm finding it somewhat frustrating, mostly for the lack of documentation regarding most of the new civs and their various quirks, especially the Jotnar (who have apparently changed a lot from what little I read about them when they were a mod for FF - their Pedia entry also refers to them working only a 1 tile ring, not an extra ring like Kuriotates).

Crashes also seem to be fairly common, sometimes in the first turn, sometimes later. I presume this is related to AI civs and the various special mechanics of the RiFE civs, as setting them human only or locking them seems to reduce the frequency. My last game, an attempt to learn the Jotnar, also fell flat because of an AI's infinite turn (spent ~10 minutes "waiting for other civilizations.") I attempted to turn on error logging, but if it even works in the case of raw crashes to desktop, I don't know where to find the logs.

In any case, I did have a specific question. No idea if this is a bug, but I started a new game as Calabim Alexis, and my territory is freezing. Only 9 turns in and my capital's fat cross is already almost all tundra. My previous Jotnar game had this issue too, and although they seem to favor cold areas (production bonuses and their unique tundra improvement), the AI Ljosfalar also was pure ice before I had to give up that game due to the above infinite turn.

I'm aware of the climate addition, but I highly doubt the flavor of Calabim and Ljosfalar would set their climate to freeze. Is there a game option that is affecting this? I don't have the End of Winter option enabled, and the Climate I selected for the map type (Terra) was tropical.

Also, looking at the settings in-game, some of the options (like No Acheron, no Council of Esus religion) are enabled even though they are not listed in the Custom Game creation screen.

Did you download the hotfix from the download thread? I'll post a link at the bottom of this post.

I made a silly error in the DLL, and it caused either crashes or random terrain freezings.

Documentation is being actively worked on atm. ;)

As for game options, we add new ones. You need to run a 'Play Now!' game first to clear the saved options, because while some FF options are bumped down, the saved option is NOT. Leads to some odd effects. :lol:

http://forums.civfanatics.com/showthread.php?t=326053
 
Ah, apparently I skipped over the hotfix while looking over the changelog post. Thanks for the quick reply!
 
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