RifE 1.20 Bug Thread

You'll be thrilled with the next patch then. ;)
You're being sarcastic, but honestly, I have no doubt I will be thrilled with it, even if it does have friggin bears swimming out 500 miles into the friggin saltwater. :p
 
You're being sarcastic, but honestly, I have no doubt I will be thrilled with it, even if it does have friggin bears swimming out 500 miles into the friggin saltwater. :p

I'm not, actually. Bears are losing waterwalking.

Of course, I may turn them into naval units with shore bombardment capability just to troll you. :D
 
I'm thinking of maybe switching the strengths of Griffons and Hippogriffs. When they were added, the hippogriff was the better one... And spawns later for the Doviello.

Although the main difference was that the Hippogriff could carry cargo....


The hippogriff has a horse ass.

The griffon has a lion ass.

I suppose the question is which of those do you find scarier?
 
Happy to see bears returning to the land, had difficulty with a bear attacking and destroying a boat!

Do like the concept of amphibious animals though, how about a species of water walking giant spiders? Could even have floating lairs.
 
I am playing the Clan and I must say I like the way the hire units now works. Not sure if this is a bug or if I was very lucky but it looks like when I used the world spell For the Horde that I got EVERY barb on the map. I didnt count but I would not be suprised that I got over 100 units.
 
I am playing the Clan and I must say I like the way the hire units now works. Not sure if this is a bug or if I was very lucky but it looks like when I used the world spell For the Horde that I got EVERY barb on the map. I didnt count but I would not be suprised that I got over 100 units.


You do. I changed it because so few of the Savage units were orcs at this point.

I upped the betrayal chance on For the Horde though, so you won't have them long.
 
Whoa, I just met a problem while modding RifE for Tears.
I tried to add Bonus in CIV4BonusInfo.xml, and if I add one every thing is ok, but as soon as I add a second one, icons ingame start to be mixed up (the icon bullet turn into a smiley, smiley into feral icon and so on).

Do you know of any limitation on the number of available bonus that would explain such a thing ?
 
Whoa, I just met a problem while modding RifE for Tears.
I tried to add Bonus in CIV4BonusInfo.xml, and if I add one every thing is ok, but as soon as I add a second one, icons ingame start to be mixed up (the icon bullet turn into a smiley, smiley into feral icon and so on).

Do you know of any limitation on the number of available bonus that would explain such a thing ?

Which version are you using? Hopefully not 1.20, as I thought Sephi's fix was in for that...

But yes, it's a well known, much hated bug with the WoC fonts file. It exists in RifE, FF, Wild Mana, Rise of Mankind, and every other mod which uses the WoC fonts. It SHOULD have been fixed in 1.20, as I tested by adding 10 cloned resources (Going well over the cap I had found of 73) and had no issues.

Thread about it.

Edit: Just checked the DLL, and the fix is indeed in place. Should be working just fine in 1.2, hoping you just haven't updated yet.
 
Thanks !

I was still trying to complete the main mecanics of Tears in 1.12 before the joy of migrating to 1.20 :)

Now i'll go the other way around !
 
Hehe, sorry about that. Yeah, I ran headfirst into that bug a while back when trying to add resources. Was planning on adding Ironbark (archery/siege weapon) and Hemlock (recon weapon) when I added Salt, couldn't add both weapons so I didn't add either. Should add them back, the art is still in Art/Civs/Other/Resource.
 
Corrupted Pasture instantly reverts to non-Hell version of Nightmare.
 
But yes, it's a well known, much hated bug with the WoC fonts file. It exists in RifE, FF, Wild Mana, Rise of Mankind, and every other mod which uses the WoC fonts.
I can assure you such bug does not exist in Wild Mana :p
 
Corrupted Pasture instantly reverts to non-Hell version of Nightmare.

Damn, thought I had fixed that one. Or rather, Opera said it was working when she played the D'tesh... :lol:

Will try to fix it. Not sure what the issue is, honestly.

I can assure you such bug does not exist in Wild Mana :p

No, not any more. ;)
 
Damn, thought I had fixed that one. Or rather, Opera said it was working when she played the D'tesh... :lol:

Will try to fix it. Not sure what the issue is, honestly.

In the file "CustomFunctions.py", change line 994 and forward from:
Code:
if iBonus == iNightmare:
    if CyGame().getSorenRandNum(100, "Hell Convert") < 50:
        pPlot.setBonusType(iHorse)
    else:
        pPlot.setBonusType(iCow)

to:
Code:
if iBonus == iNightmare:
    if pPlot.getImprovementType() != gc.getInfoTypeForString('IMPROVEMENT_PASTURE_CORRUPTED'):
        if CyGame().getSorenRandNum(100, "Hell Convert") < 50:
            pPlot.setBonusType(iHorse)
        else:
            pPlot.setBonusType(iCow)

Otherwise the hell terrain function reverts Nightmares every turn.
 
In the file "CustomFunctions.py", change line 994 and forward from:
Code:
if iBonus == iNightmare:
    if CyGame().getSorenRandNum(100, "Hell Convert") < 50:
        pPlot.setBonusType(iHorse)
    else:
        pPlot.setBonusType(iCow)

to:
Code:
if iBonus == iNightmare:
    if pPlot.getImprovementType() != gc.getInfoTypeForString('IMPROVEMENT_PASTURE_CORRUPTED'):
        if CyGame().getSorenRandNum(100, "Hell Convert") < 50:
            pPlot.setBonusType(iHorse)
        else:
            pPlot.setBonusType(iCow)

Otherwise the hell terrain function reverts Nightmares every turn.

Ah, that actually explains it. I prefer it to make the plot hell, I had just used a value of 10. Didn't know it needed to be that high for resources. In the Corrupted Pasture entry just change the iBasePlotCounterModify from 10 to 51. Hell either way.
 
I'm playing as the Doviello, and I don't seem to be able to destroy Spider Dens. This is kinda annoying, since these giant spiders have been harassing me all game and it'd be nice to be able to finally wipe out their lair. For now I'm just keeping a scout on top of it to prevent more spawns.
 
HN units, like the Stooge Hill Giants, are able to pillage/destroy all improvements EXCEPT roads.

Is there some reason why they cannot destroy roads?
 
I'm playing as the Doviello, and I don't seem to be able to destroy Spider Dens. This is kinda annoying, since these giant spiders have been harassing me all game and it'd be nice to be able to finally wipe out their lair. For now I'm just keeping a scout on top of it to prevent more spawns.

That's because you're at peace with the Animal civ. Not much you can do about it, not sure I'd want to allow them to pillage lairs honestly.

HN units, like the Stooge Hill Giants, are able to pillage/destroy all improvements EXCEPT roads.

Is there some reason why they cannot destroy roads?

Not sure, will look into the code.
 
two summonable civilization religion bugs:

First, if I try to build a white hand unit or building as the frozen, the white hand religion will mysteriously disappear from the city.

Second, I may have located the primary cause of the win7 crash bugs: building a temple of the veil in a captured city as the infernals, or possibly building a settler as the infernals. The same is definitely not true of the frozen, I could build both of those with no problems playing them.
 
Back
Top Bottom