RifE 1.20 Bug Thread

About Austrin and Kilmorph; the spell Summon Pegasus has a pit beast icon.

The spell Earth Boosom should be called Earth Bosom I believe (as in 'Earth Breast'?)
Also, is it that hard to add a 10-words description? I know modders are already doing great, but this just take 3 secs... Like

<Description>Earth's Bosom</Description>
<Civilopedia>Create a hill in the plot.</Civilopedia>

and voila, we know what it does... :)
 
About Austrin and Kilmorph; the spell Summon Pegasus has a pit beast icon.

The spell Earth Boosom should be called Earth Bosom I believe (as in 'Earth Breast'?)
Also, is it that hard to add a 10-words description? I know modders are already doing great, but this just take 3 secs... Like

<Description>Earth's Bosom</Description>
<Civilopedia>Create a hill in the plot.</Civilopedia>

and voila, we know what it does... :)

Actually, more like this:

Code:
	<TEXT>
		<Tag>TXT_KEY_SPELL_BOOSOM</Tag>
		<English>Earth's Bosom</English>
		<French>Earth's Bosom</French>
		<German>Earth's Bosom</German>
		<Italian>Earth's Bosom</Italian>
		<Spanish>Earth's Bosom</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_SPELL_BOOSOM_HELP</Tag>
		<English>Create a hill in the plot.</English>
		<French>Create a hill in the plot.</French>
		<German>Create a hill in the plot.</German>
		<Italian>Create a hill in the plot.</Italian>
		<Spanish>Create a hill in the plot.</Spanish>
	</TEXT>
 
4 lines of copy and paste don't make that much of a difference, but I do understand. Even for the minimal text I have to do to make my tweaks playable drives me crazy.
 
4 lines of copy and paste don't make that much of a difference, but I do understand. Even for the minimal text I have to do to make my tweaks playable drives me crazy.

Actually, I was just correcting him there. The tags he used would have had text entered directly into the spell; Best to avoid that method.

I really don't mind adding textkeys, I just add them as I need them. The issue is when other people don't, because then you need to add ALOT of them, or when other people only add the freaking English text and leave out the other tags, which can cause crashes for non-English language versions. (You know who you are!)

I hate merging text files like that, because then I need to copy paste quite a bit... In the case of the Frozen, several HUNDRED lines of copy/paste/repeat. Ugh.
 
ive noticed lately in my lan games that citys are being built by ai factions either right next to each other, or one tile away, im not shure how this happens, but i figured i would mention it, incase it was a cause of OOS, or possibly crashes
 
I got some strange errors when mousing over the city of Dirage. I can't figure out what's wrong with it. The city was there for a while but it suddenly caused errors around this turn.
 

Attachments

Austrin Bug: Pegasus Rider mount can be given to ships.

Checking the prom code, there is a prom allowed to everybody (hence the bug) and then 3 proms with prom prereq of either archer, melee or adept. I would suggest to remove the 'allow to everybody' one, and add one with prerequ recon, one for prereq disciple and one with prereq commander, and that should do...

ideally, if this can be done with only one prom with PrerequOR and the 6 possibilities that would be better sure...
 
Greetings!

I got an big error with commerce.
Commerce from trade routes is not considered in any way in the common commerce. Gold from plots is considered in general commerce, but gold from trading routes is totaly ignored.

Only I have this problem?
 
Greetings!

I got an big error with commerce.
Commerce from trade routes is not considered in any way in the common commerce. Gold from plots is considered in general commerce, but gold from trading routes is totaly ignored.

Only I have this problem?

This is a known problem and is worked on.
Has something to do with the change to decimals if I remember it right.
 
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.

There are others who seem to be having this problem, including me. Anecdotally, it may be related to the modules that we have installed on top of RifE... don't really know, though.
 
Hey,

been playing with the Scions for a while now, heres a list of things Ive noticed (some might have been noted earlier but couldnt find them):

-Themoch doesnt come alive at the capital correctly, the info screen stating he has been created comes up but he never appears.
-When using accelerated start, the capital never spawns awakened, atleast for the total of 60something turns that I played on two runs. Dont know if switching capitals fixes this. After the start the capital stores food for some time, then stops halfway and nothing happens.
-The mad thaumaturge never respawns (atleast for me during 600 turns/so) at the Scion capital (might be a feature, but it is rather annoying if he goes berserk on turn 2 after creation, gets killed by The Lady and never comes back to found his keep)

Themoch and thaumaturge issues might be caused by Immortal working improperly?

Again sorry if I double posted, just wanted to pitch my two cents.
 
Started game as new Illian leader. During the game I noticed that half of all civilizations have ice in their borders - I mean they live on ice like Illians but they gain no bonusses from it and no one has White Hand as religion.

Download and install the hotfix. It's linked in both the first post of the Download thread and my sig, along with instructions. ;)
 
I think Blight is still bugged.

I mentioned this several pages back in this thread without a response. Am I the only one seeing this in my games? I don't always get Blight in my games, but here in my current game it seems out of whack again.

For example, in my Dural capital city with a pop of 18, I have Blight of 42. Add this to the already unhealthy factors and I am well over 60 unhealthy. Same in my other two large cities with pop around the same.

The result is my cities are brought down to a pop of 1 and they stay there for quite a time.

This would not be a problem, but IMO it is a gamebreaker because Blight doesn't seem to affect the AI civs the same, and I am not talking just about d'Tesh and Scions.

My score plunges while the AI steadily rises. While I am recovering, the AI scoops ups Wonders and continues to churn out GPs, etc.

It really looks to me to be the same problem that hit FFH, FF, etc. in the past where the human player gets hit with a double Blight while the AI is largely unaffected.

I hope the testers can check this out in the update.
 
Sorry if these issues have been covered in the past, but after playing this weekend, I've noticed a few things.

1. creating a fort with multiple generals can result in multiple fort commanders in the same tile. (exploit?)

2. this point is a more general, vague "feeling", and may not be real. The game is much slower and more crash-prone when i play a civ like Scions of Patria. My theory is that the game has to run so many more "checks" on that civ than most others, which I belive slows the game from a processing standpoint. by "checks" i mean, the game checking to see if it's time for Alcinus to go mad or barbarian. Checking to see if it's time to spawn a bunch of reaching creepers and then checking again later to see what age/state those creepers are throughout the game. checking to see if an Awakened should spawn... etc. I don't know... but when Alcinus is in play, the game bogs way down in speed.

Maybe my game-engineering is misinformed, but that's the impression I got while playing: that the Scions demmand more "checks" from the game. Anyone else notice anything like that?
 
Not sure if this is intended, but get alot of lairs on peaks. Perhaps lairs are added after mapscripts add peaks? This is with the latest RiFE download with the hotfix and the mapscript erebuscontinent.
 
Not sure if this is intended, but get alot of lairs on peaks. Perhaps lairs are added after mapscripts add peaks? This is with the latest RiFE download with the hotfix and the mapscript erebuscontinent.

Already been fixed internally. Issue is peaks are no longer part of the isImpassable check, but are rather their own isPeak check. Added a rand check (actually two; One for, one against) for peaks, and set the lair spawn code so that only improvements which are valid on peaks will spawn on peaks. ;)
 
Back
Top Bottom