RifE 1.20 Bug Thread

I figured out what was causing my turn ending bug after reading in another bug thread about possible causes being units acting oddly. So I opened up worldbuilder and had a look around. Turned out that giant gorilla (Gurim?) was trapped in a 2-tile area between 3 borders. I'm guessing that since he won't/can't enter borders, if those borders expanded he'd have nowhere to go and that would cause the game to wig out. In any case, removing him worked a treat :goodjob: Job's a gud 'un!

Just thought you might like to know for future updates.

EDIT: Or not. Turn 310, the same bug comes back, and with no giant monkeys to blame I'm guessing this one's gonna be beyond me. Restart time I suppose. And I was so looking forward to GOLIATH squashing some Elves.
 
Something else from the same game. A CTD that started occurring after the formerly human controlled Jotnar summon Basium into the world. When I turn python exceptions on it throws up a message that makes it seem like whatever function is used for the spreading of Blizzards is the culprit.


I've not transcribed the error message, but I do have the save file of the turn before that crash occurs, which is also the turn right after Basium enters the world.
 

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Hmmm... Scratch the Blizzard thing. Was able to get a bit further without a CTD, but then experienced it again. Did a save/reload and on the second attempt managed to get a few -more- turn before the CTD ocured again.
 
I'm definitely having a problem when I use my Priest units to terraform tiles.

I stopped using Stonewards' Earth Boosom spell to create hills as I was getting CTDs. Now, I tried using Priests of Leaves to bloom forests with the same results - a CTD that follows the terraforming sound you get.

As no one else has mentioned having this problem I am wondering why I keep getting it with Priests only. No problems with Scorch, Spring, Vitalize, etc. :confused:
 
airforceWLF, I had that problem with the unit graphics and it cleared up when I turned the unit animations on in the Options menu. I've no idea why it worked, but you might try that.
 
Ok so now its working, but the Unit art is pretty bugged. Doviello warriors are popping in and out of their unique art. The elven archers also looking buggy as well as the swordsman. Pretty much every unit is bugging out to its default graphic.

Make sure the 'Frozen animations' (Or whatever the hell it's called, wasted atm... Friends shoved shot after shot down my throat tonight as I'm now 22) is turned off. Most art in FfH does NOT work with that option, it reverts to the orignal art before it was modified.
 
I played as the Illians a bit and the religion seems to have some issues.

1. Auric doesnt start with the winterborn promo, which I thought was odd

2. I cant build improvements in flat glacial terrain (idk about river tiles)

3. The priests can summon an infinite amount of frostlings.

4. My workers dont get the winter stealth (forgot name) promo in glaciers.
 
As Scions one of my Commanders was killed by an Assassin, despite the availability of better defenders.

I think Undead, even any not-alive unit, are supposed to be immune to Marksman.
 
:confused:For some reason every time i press the end turn button my game crashes! i dont know why this started happening im gonna reinstall and see if that fixes the problem.
 
I'm playing as the Amurites with FoL and I can't cast Bloom on improved tiles. I can see how that would be intentional (if the elves can do it), but haven't seen any indication of that anywhere, so I thought I'd ask. Also

View attachment 238335
FlatXP, BetterRecon, and I have Animal Invasion off
This was giving me a repeating CTD, but per a previous comment here, I deleted the two giant ape barbarians (and all the spiders in the small gap one of them was in just to be sure) and the game proceeded to the next turn without a problem. Superficial issue, the Svartalfar, in the city I'm about to attack have an assassin with a purple box in place of one of his promos.
 
1. Auric doesnt start with the winterborn promo, which I thought was odd.

World units never get the Default Racial Promotions. Making Valin an Orc, Rosier a Demon, and Duin an Elf would just be weird.

If you want Auric to be Winterborn, you need to give it to him in his XML defines (or you could add it in python if the event that creates him is in python, but I don't see much of a point in doing that).

Personally I usually give Auric Immune Cold instead. The lore does show that he did not suffer at all from the cold when he walked almost half naked through the snow to reach Letum Frigus. It might be more appropriate though for him to begin Winterborn (he was born an Illian, although he was from a small border village closer to the Ljosalfar lands than to the core of the Illian Empire) and gain Immune Cold during one of the rituals.



I believe units from events do get default racial promotions (unless they have a world unit limit).
 
I played as the Illians a bit and the religion seems to have some issues.

1. Auric doesnt start with the winterborn promo, which I thought was odd

2. I cant build improvements in flat glacial terrain (idk about river tiles)

3. The priests can summon an infinite amount of frostlings.

4. My workers dont get the winter stealth (forgot name) promo in glaciers.


  1. Oversight, forgot Event units won't receive the race. Will fix it.
  2. What kind of improvements? As far as I am aware, the only requirement is that it has 1 food.
  3. Known issue, will be fixed.
  4. Also a known issue, but more of an oversight. Intended to remove it, neglected to actually do so. Will be gone next version. ;)

As Scions one of my Commanders was killed by an Assassin, despite the availability of better defenders.

I think Undead, even any not-alive unit, are supposed to be immune to Marksman.

Non-living units are supposed to be immune, yes. Did he have a promotion making his followers less likely to defend?

:confused:For some reason every time i press the end turn button my game crashes! i dont know why this started happening im gonna reinstall and see if that fixes the problem.

Grab the hotfix. I've placed a download link for it in my sig, as well as instructions on where to put it. ;)

I'm playing as the Amurites with FoL and I can't cast Bloom on improved tiles. I can see how that would be intentional (if the elves can do it), but haven't seen any indication of that anywhere, so I thought I'd ask. Also

View attachment 238335
FlatXP, BetterRecon, and I have Animal Invasion off
This was giving me a repeating CTD, but per a previous comment here, I deleted the two giant ape barbarians (and all the spiders in the small gap one of them was in just to be sure) and the game proceeded to the next turn without a problem. Superficial issue, the Svartalfar, in the city I'm about to attack have an assassin with a purple box in place of one of his promos.

Yeah, that's something that has always been that way. Not sure if Elves have that limitation or not.

As for the promotion, could you tell me it's name?
 
Looks to be Shrouded Woods training, I'll mention it in the flatxp thread. In base FfH, elves can Bloom forests on top of their improvements, it's kind of the point of the spell. I thought any FoL civ could do it, but had never tried it before.
 
No, if Elves can do it then they are the only ones able to. Which is something I doubt I'll change. ;)

As mentioned previously, when I tried to bloom forests using a Priest of Leaves, I got CTDs.

But, then again, I was getting CTDs from Stonewardens using Earth's Boosom.

What could possibly cause these?

Also, I'm fairly certain in FFH2, Orbis, etc. you can create forests if you have Priests of Leaves and are not necessary the elves. In this mod, I don't think you can summon a Tiger unless your religion is FOL even though you might have a Priest of Leaves - captured one and it couldn't do much of anything.
 
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