RifE 1.20 Bug Thread

Strange Feature or Bug: When my Spider attack a Bhall Goblin Stack inside of a other territory and kill one Unit then the other Goblins are kicked out of the territory.
 
Strange Feature or Bug: When my Spider attack a Bhall Goblin Stack inside of a other territory and kill one Unit then the other Goblins are kicked out of the territory.

I'm pretty sure this has to do with the fact the spider induces fear, and the flee mechanic kicks units outside of borders in some situations
 
Is it intended that catapults can get the "Unwholesome Addiction" promotion when standing in haunted lands? Seems a bit stupid, especially when playing as the scions.
 
Is it intended that catapults can get the "Unwholesome Addiction" promotion when standing in haunted lands? Seems a bit stupid, especially when playing as the scions.

It is. The Haunted Lands and the Gift transcends the traditional limits of living and dead.
 
Fletcher is another building that sometimes cannot be built in the popup list. Playing as any civ that can build it, 95% of the time or thereabouts it's never on the list, but if it is on the list it's the Recommended (Military) thing to build, at the top of the list.
 
It's hidden, would only be on if you had switched between mods. Run a 'Play Now!' game to clear all saved options (Only have to start the game, not play it. Can quit on the first turn), then start a new custom game with the options you want.

Do I have to start new game every time I switch mods or only when starting new game ? For example, if I have two saved games (one Rife, one Orbis) may I load saved Rife game after playing Orbis without starting game using 'play now' ?
 
Fletcher is another building that sometimes cannot be built in the popup list. Playing as any civ that can build it, 95% of the time or thereabouts it's never on the list, but if it is on the list it's the Recommended (Military) thing to build, at the top of the list.

I can second that.
There are quite some Buildings that do not show up on this list. Maybe they are missing a certain tag, so that list can sort them under the section they are meant to (eg. military buildings, cultural builings and so on).

Another thing - are Bears intendet to have water walking? Bears can swim, yes, but you'll not find one in the open ocean - even if coatal - building a den there. I've had several carracs sunk by Cavebears now and have seen a lot of bear dens in coast squares. Maybe this should be changed.
 
@War Chicken - the bear thing has been beaten to death with a stick, ripped to pieces, then the pieces were burned and the ashes scattered the world over.

(It's being removed by popular demand.)
 
A newish bug, or at least one I haven't seen reported since I've started browsing the thread. Given its source I imagine this may have originated in FF.

I settled a city on the border of Keelyn. Before I could build a monument in order to start producing culture, Loki came by and did whatever he does to cause the city to flip when it has 0 culture. Life goes on, I eventually take it back, but as I do so I get a message that the city's culture has become legendary. Wondering how that could be (especially since Keelyn, who owned the city for the balance of its ~50 turn lifespan certainly was nowhere near legendary either), I took the following screenshot.

Presumably Loki's disrupt ability, or whichever ability that subtracts culture, caused the culture to overflow negatively, resulting in an 8 digit culture value (technically 10 given the 2 decimal places).

Luckily the game autosaved on the very turn that I captured the city, so I can upload a save if you wish, though it's probably not necessary.
 

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Sadly my game now have a Crashing bug that even keeps comming if I go back 1 Turn and I dont know where it come from. Because I implemented some of the sugested game changes and have many of the Modules installed that are linked in Post 1 of the Download Thread I dont think posting a save game will bring any help.
So now I ask What suspected or known bugs are around in 1.20 that end in a 100% repeatable Crashing bug? Btw crash hapen imediatly after I end turn 219.
 
A newish bug, or at least one I haven't seen reported since I've started browsing the thread. Given its source I imagine this may have originated in FF.

I settled a city on the border of Keelyn. Before I could build a monument in order to start producing culture, Loki came by and did whatever he does to cause the city to flip when it has 0 culture. Life goes on, I eventually take it back, but as I do so I get a message that the city's culture has become legendary. Wondering how that could be (especially since Keelyn, who owned the city for the balance of its ~50 turn lifespan certainly was nowhere near legendary either), I took the following screenshot.

Presumably Loki's disrupt ability, or whichever ability that subtracts culture, caused the culture to overflow negatively, resulting in an 8 digit culture value (technically 10 given the 2 decimal places).

Luckily the game autosaved on the very turn that I captured the city, so I can upload a save if you wish, though it's probably not necessary.

The same thing just happened to me and I wasn't anywhere near the Balseraphs. I declared war right away (because they left the city unprotected), and took it back and got instant legendary culture. However, once I built a culture producing building (monument), the city went down to one square for one turn and then expanded as normal. It must be a negative thing...
 
A newish bug, or at least one I haven't seen reported since I've started browsing the thread. Given its source I imagine this may have originated in FF.

I settled a city on the border of Keelyn. Before I could build a monument in order to start producing culture, Loki came by and did whatever he does to cause the city to flip when it has 0 culture. Life goes on, I eventually take it back, but as I do so I get a message that the city's culture has become legendary. Wondering how that could be (especially since Keelyn, who owned the city for the balance of its ~50 turn lifespan certainly was nowhere near legendary either), I took the following screenshot.

Presumably Loki's disrupt ability, or whichever ability that subtracts culture, caused the culture to overflow negatively, resulting in an 8 digit culture value (technically 10 given the 2 decimal places).

Luckily the game autosaved on the very turn that I captured the city, so I can upload a save if you wish, though it's probably not necessary.

Save shouldn't be necessary, your explanation was very good. :goodjob:

Will look at Disrupt... Presumably it's in python, in which case I just add an extra "Culture - DisruptEffect >= 0" check.
 
Game crashed, attached the save.

I looked around with worldbuilder for a bit and it seems that theres something wrong with the Ljosalfar civ. Two of their cities have empty build queues. Randomly removing one of their cities (doesn't have to be one with empty production) seems to resolve the crash. Sometimes the save doesnt crash at all though, I'm not sure why.

I've had the empty build queue in AI cities thing happen before, but with the luchuirp civ. I was playing as the D'tesh and went to war with the luchurip. They had a massive amount of cities and a HUGE production advantage and it was on deity so all there cities were producing one unit a turn. At first there were so many units flooding into my territory that it seemed as if I was going to lose, but slowly I grinded them all down with fireballs and fire elementals. After a bit Luchurip units stopped coming so I went on the offensive and took a third of there cities, which were all poorly defended. They were barely even counter attacking, which seemed odd to me since they should of been producing alot of units. I opened up worldbuilder to see what was wrong and 90% of their cities had empty build queues. The game didn't crash though.

Also this reminds me, are D'tesh fire elementals supposed to get death affinity? It seems overpowered to me. Oh, and im not talking about the Opulus Mortus thing Lord D'tesh has, D'tesh fire elementals recieve the wretched promotion which gives them death affinity.
 

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Blighted forests are spawning without this game option selected. I've opened a WB and it's only around my territory though.
 
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