RifE 1.20 Bug Thread

There is some slow check for lairs ect. When I have selected 3 scouts and hit explore, they all explore the same lair. From broken sepulcher I get money, Great Prophet and golden age... All lairs can be explored multiple times...
 
Have been playing a game and getting a CTD, I think its when spreading ordo machinarium.
(I saved the game before the crash, ending turn the crash repeats. Deleting the unit working to spread ordo next turn makes the ctd go away. Repeating the proccess, moving another adeptus to the same city produces a similar CTD)

Get the same CTD with "emperors claim" another 3 turns to cast spell with scions from patria.
 
There is some slow check for lairs ect. When I have selected 3 scouts and hit explore, they all explore the same lair. From broken sepulcher I get money, Great Prophet and golden age... All lairs can be explored multiple times...

Known issue, exists in all modmods; Recently fixed by Denev for FfH, so expect the fix. ;)

Have been playing a game and getting a CTD, I think its when spreading ordo machinarium.
(I saved the game before the crash, ending turn the crash repeats. Deleting the unit working to spread ordo next turn makes the ctd go away. Repeating the proccess, moving another adeptus to the same city produces a similar CTD)

Will look into it.
 
Have been playing a game and getting a CTD, I think its when spreading ordo machinarium.
(I saved the game before the crash, ending turn the crash repeats. Deleting the unit working to spread ordo next turn makes the ctd go away. Repeating the proccess, moving another adeptus to the same city produces a similar CTD)

Yes, I reported this in post #1340 about a month ago:

"Just doing something simple like trying to spread Ordo religion with my Adeptus is causing CTDs just like the other four things I previously mentioned. One by one I am eliminating civs I cannot play and religions I cannot use because of the limiting CTDs. It's funny in that each of the problems involves a 'casting' waiting period. To review:

1. FOL Priest creating a forest
2. ROK Stonewarden using Earth's Boosom
3. Scion Ghostwalker creating Haunted Lands
4. Mechanos Fort Commander trying to make fort/castle mobile
5. Adeptus trying to spread Ordo religion"

I'm glad to see I am not the only one with this problem.:) Just like you, if I go back to a previous save and cancel the spreading of the religion, the game plays on, but that cripples the the Ordos not being able to spread their religion.

In my case, it was a number things that took several turns to complete that was giving me the CTDs. I stopped playing those civs and using the terraforming listed above.

I just tried playing the d'Tesh for the first time in awhile. How in the world are you able to survive playing them? As soon as the first bad guy (Minotaur, Cyclops, Giant, etc.) shows up, and this can be rather early, it is game over. The d'Tesh Warriors are very weak and just cannot defend against these. And, I'm playing at Normal game speed this time...
 
D'tesh are rather weak early on currently. Next version they will have more specialized unitlines... Arcane for D'tesh, Recon for Thanatos, and Archery for both as defense. Also planning on starting them with a decent defender (rather, spawning it in their capital, like Korinna) who will be leashed... Gain techs and it's range expands, but this unit will always be leased to the capital city.
 
This is a follow-up to my last vague post. I deleted the "Crazed" promotion from Alcinus and the game moved a bit more smoothly during play. I think similar things may be happening with any other situation that has a % to change something every turn. I like the concept, but I suspect that it's hogging resources. I still ran into a CTD every other turn around turn 250 (quick speed). I'm going to test it a bit more tonight and post a save if it's repeatable.

twinkle out.
 
heyo,
i was playing a bit FF+ or Rife as its called now and i think i might found a few bugs? but i am not that sure if they are bugs or intended to be like this, but i will post them here.
i mixed in a few ideas on some things too.
(i add a few screenshots below that shows some of these)


1)
swimming gorilla.

noticed that a gorilla could move over water, what i thought is a bit weird... he wasnt even mutated or such. i mean, a gorilla should be more or less a land animal or?
(screenshot 0000)


2)
same with the scion creeper... somehow it looks more like some ""living"-treebranches" = some land unit... somehow it might feel out of place on ocean.
also you can explore quite much with your first 3 creepers (as scion) because they can cross ocean.
and even can cross enemy culture borders and explore there too while the creepers are hidden.
so somehow these 3 starter creepers can do quite much (maybe too much?) the first ~60 turns untill they get rooted.

maybe just alllow "blooming" creepers to cross ocean? (as they will get rooted later and might not explore that much, but still can cross ocean)


also i think it might be "too much" when creepers can claim forts or trigger events (like the one in foxford, resulting in a "hero of foxford creeper" hehe... but maybe this trigger events is not that bad...) or even can destroy lairs, and on the other hand they can not explore dungeons.

no idea if it might be better if these "things" cant do anything of these?
(maybe keep the events but dont let them: cross ocean untill they are bloomed, cant destroy lairs/ explore dungeons/claim forts?)

just ideas.
screenshots 0002 and 0003

3)
again these scion creepers:
it seems that most land they explore stay unexplored all the time. so i can see in land where i have no unit with any line of sight if a creepers was there once.


4)
lairs and dungeons on mountains.

i saw this is adressed already somewhere here so i hope its fixed soon.

5)
lairs on ocean.
especially "cave bear lairs" appear on ocean... and these bears can walk on ocean too.

(somehow i had way too many bears/cave bears in my game... i mean... i didnt see a single wolf/lion or such animals. i had like 20 bears running around in my line of sight (thanks creepers :rolleyes:), i think 2 lizards and ~6 giants/cyclops, 2 minotaurs, and somewhere on turn 250 i finally found one lion.

maybe all the spawned bear caves on peaks and ocean caused this bear overpopulation?)
screenshots 0012 and 0013

6)
building a farm destroys the farm.
screenshot 0014 below. i can build a farm on a farm... shouldnt building a farm somehow be disabled when there is already a farm?


7)
i noticed a few savage and enemy civ fort commanders that are glowing (have experience to get promotions) but they dont seem to get any... atleast they stay glowing for a long time. (no idea if causing fights with them leads them to get promotions, but shouldnt they get some promotions even if nothing happens around them?)

screenshots 0015 and 0016

8)
some military buildings are not listed in the "build list popup at the beginning of the turn". (maybe just not everything is shown there? atleast somehow i think i remember that always everything that could be build were listed there... hmm)
i.e. as scion i could build a fletcher and a archer building but these were not listed there... (but i.e. all grow buildings like a granary (that are not that important for scions, as they dont use food) are listed)

i think something prevents the archery and fletcher to be listed there?
screenshots 0020 and 0021
 

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Reported Bugs needing verification/repeatable saves


  1. Blight may be affecting human players twice.

I am playing a game with the mechanos: Huge, Noble, 30 players, normal game speed.

The turn blight hit I had three cities. They were the following size and unhealthiness.
Vaul, Pop 5, Unhealthiness from blight +16
Tarantum, Pop 5, Unhealthiness from blight +18
Remas, Pop 2, Unhealthiness from blight +13


I thought you were supposed to get an unhealthiness penalty around double your population size.
 
heyo,
i was playing a bit FF+ or Rife as its called now and i think i might found a few bugs? but i am not that sure if they are bugs or intended to be like this, but i will post them here.
i mixed in a few ideas on some things too.
(i add a few screenshots below that shows some of these)


1)
swimming gorilla.

noticed that a gorilla could move over water, what i thought is a bit weird... he wasnt even mutated or such. i mean, a gorilla should be more or less a land animal or?
(screenshot 0000)

That's gone in the next version already. ;)

Testers have some of it, more on the way... Be a while yet before it's released, though. Taking some time to rework a few things to take into account new features.

2)
same with the scion creeper... somehow it looks more like some ""living"-treebranches" = some land unit... somehow it might feel out of place on ocean.
also you can explore quite much with your first 3 creepers (as scion) because they can cross ocean.
and even can cross enemy culture borders and explore there too while the creepers are hidden.
so somehow these 3 starter creepers can do quite much (maybe too much?) the first ~60 turns untill they get rooted.

maybe just alllow "blooming" creepers to cross ocean? (as they will get rooted later and might not explore that much, but still can cross ocean)


also i think it might be "too much" when creepers can claim forts or trigger events (like the one in foxford, resulting in a "hero of foxford creeper" hehe... but maybe this trigger events is not that bad...) or even can destroy lairs, and on the other hand they can not explore dungeons.

no idea if it might be better if these "things" cant do anything of these?
(maybe keep the events but dont let them: cross ocean untill they are bloomed, cant destroy lairs/ explore dungeons/claim forts?)

just ideas.
screenshots 0002 and 0003

Would be a good idea to block them from dungeons and forts, yes. Can't block them from destroying lairs I don't think... Though maybe if I make them neverhostile? That would have the effect of making them impossible to attack though, which would be bad. Will think on it.

3)
again these scion creepers:
it seems that most land they explore stay unexplored all the time. so i can see in land where i have no unit with any line of sight if a creepers was there once.

Will test this, shouldn't be like that.

4)
lairs and dungeons on mountains.

i saw this is adressed already somewhere here so i hope its fixed soon.

Already is fixed in the test version.

5)
lairs on ocean.
especially "cave bear lairs" appear on ocean... and these bears can walk on ocean too.

(somehow i had way too many bears/cave bears in my game... i mean... i didnt see a single wolf/lion or such animals. i had like 20 bears running around in my line of sight (thanks creepers :rolleyes:), i think 2 lizards and ~6 giants/cyclops, 2 minotaurs, and somewhere on turn 250 i finally found one lion.

maybe all the spawned bear caves on peaks and ocean caused this bear overpopulation?)
screenshots 0012 and 0013

Same, already fixed. As for getting one animal vs another... It's just the random number generator, some games you get lots of other animals. All spawn chances are higher (To be clear: The chance an animal will spawn is not higher. The odds for one particular animal to be chosen out of all of them once it's decided one will spawn IS), so there's more room for random variation now. Should remove most of that problem.

6)
building a farm destroys the farm.
screenshot 0014 below. i can build a farm on a farm... shouldnt building a farm somehow be disabled when there is already a farm?

I'm not sure if something got broke there or if it's always been that way, honestly. Will check it.

7)
i noticed a few savage and enemy civ fort commanders that are glowing (have experience to get promotions) but they dont seem to get any... atleast they stay glowing for a long time. (no idea if causing fights with them leads them to get promotions, but shouldnt they get some promotions even if nothing happens around them?)

screenshots 0015 and 0016

Issue with them being DOMAIN_IMMOBILE. Switching them to have a 0-leash range, to avoid both that and issues with Held.

8)
some military buildings are not listed in the "build list popup at the beginning of the turn". (maybe just not everything is shown there? atleast somehow i think i remember that always everything that could be build were listed there... hmm)
i.e. as scion i could build a fletcher and a archer building but these were not listed there... (but i.e. all grow buildings like a granary (that are not that important for scions, as they dont use food) are listed)

i think something prevents the archery and fletcher to be listed there?
screenshots 0020 and 0021

There was a similar issue with units at one point, will look at it to see how I fixed it.
 
Couple of wierd bugs here,

Automated Khazad workers seem a little obsessed by Dwarven Mines & forts; when set to Auto Trade route they build them on any resource, not just those that are "mineable". If they can build a mine they do, if not they will build a fort.

As Dovilleo I captured a lizard by using Kindred Spirits. It had the Undead racial Promo and access to the spell to upgrade him to a Son of Asena! There was a patch of haunted lands floating on the coast near where the Lizard was earlier.:confused:

For the Archos, Spider Swarms don't have access to the unique spider promos and if they upgrade from giant spiders they don't keep the unique look (they do however keep the promo). :(

The Nesting Spider's Summoned baby spider can upgrade to a Giant spider which causes a few problems. Its turn duration is removed and it still keeps the Summoned by tag though the NS can summon another baby. Further more spiders generated by the "baby" have a 2 turn duration. Ive attached a save(hopefully).
 

Attachments

Couple of wierd bugs here,

Automated Khazad workers seem a little obsessed by Dwarven Mines & forts; when set to Auto Trade route they build them on any resource, not just those that are "mineable". If they can build a mine they do, if not they will build a fort.

As Dovilleo I captured a lizard by using Kindred Spirits. It had the Undead racial Promo and access to the spell to upgrade him to a Son of Asena! There was a patch of haunted lands floating on the coast near where the Lizard was earlier.:confused:

For the Archos, Spider Swarms don't have access to the unique spider promos and if they upgrade from giant spiders they don't keep the unique look (they do however keep the promo). :(

The Nesting Spider's Summoned baby spider can upgrade to a Giant spider which causes a few problems. Its turn duration is removed and it still keeps the Summoned by tag though the NS can summon another baby. Further more spiders generated by the "baby" have a 2 turn duration. Ive attached a save(hopefully).


  1. Will check it, but it may be fixed already.
  2. Was undead because of HL. Will fix the upgrade, though... Shouldn't be able to upgrade to a normal unit.
  3. Already been fixed internally. Lots of changes to the Archos spawn formula to include the new spiders, as well as work done on those promotions.
  4. That's how the Nesting Spider was intended to work. ;)
 
Are the d'Tesh immune to disease/plague?

Early in my game, as luck would have it, I got the event twice within 10 turns that reduces your population DUE TO A DISEASE.

Bad luck getting it twice, but should the d'Tesh be exempt from this event?

Also, what about captured units you have while playing as the d'Tesh? For example, I have Spiders and Lizards. Somehow while at war with Jotnar they got diseased/plagued.

Other than the Pool of Tears, is there a way these d'Tesh captured units can be cured of their disease?
 
Are the d'Tesh immune to disease/plague?

Early in my game, as luck would have it, I got the event twice within 10 turns that reduces your population DUE TO A DISEASE.

Bad luck getting it twice, but should the d'Tesh be exempt from this event?

Also, what about captured units you have while playing as the d'Tesh? For example, I have Spiders and Lizards. Somehow while at war with Jotnar they got diseased/plagued.

Other than the Pool of Tears, is there a way these d'Tesh captured units can be cured of their disease?

D'tesh are immune to all negative disease promotions (Diseased, Plague, etc), as are all undead; LIVING units owned by the D'tesh are not immune, it's part of the undead promotion.

As for the event, yes they should be. There are a few they have unique options for, but that's one I forgot. ;)
 
8)
some military buildings are not listed in the "build list popup at the beginning of the turn". (maybe just not everything is shown there? atleast somehow i think i remember that always everything that could be build were listed there... hmm)
i.e. as scion i could build a fletcher and a archer building but these were not listed there... (but i.e. all grow buildings like a granary (that are not that important for scions, as they dont use food) are listed)

i think something prevents the archery and fletcher to be listed there?
screenshots 0020 and 0021

I just noticed that last night myself. There are some other buildings that do the same thing, i think it was the Great Library that was doing it for me as well as the fletcher and archer. I want to say there were a few other buildings in addition, but i can't recall. i was playing as the Legion of John Tesh. ;)
 
I've got a clarification on a bug reported earlier. Apparently NO religions last in Frozen cities. The next turn (I believe) after they gain a religion it vanishes. I've even spread religions using a priest and creating a temple, and the next turn both the religion and the temple (and the priest of course) were gone. The only city I have which has the religion is the holy city. The temple there survives.

Also, every dead unit gives me two frozen souls. Is that supposed to happen? I literally have more souls than I know what to do with so I started casting them into the foundation of training yards and such.
 
I've got a clarification on a bug reported earlier. Apparently NO religions last in Frozen cities. The next turn (I believe) after they gain a religion it vanishes. I've even spread religions using a priest and creating a temple, and the next turn both the religion and the temple (and the priest of course) were gone. The only city I have which has the religion is the holy city. The temple there survives.

Also, every dead unit gives me two frozen souls. Is that supposed to happen? I literally have more souls than I know what to do with so I started casting them into the foundation of training yards and such.

Known, and fixed internally. ;) Was a holdover from Infernal code; Now all but the White Hand religion are removed, instead of all of them.

I've also merged the new version of the Frozen, which vastly improves their population... No more runaway growth like you described.
 
I get a persistent crash when ending my turn in the attached game. After some testing, I traced the problem to a treasure chest in the Mazatl city of Nochtli, which city is being captured by the Khazad on the turn of the crash. Some kind of Mazatl reaction to the invasion is involved here, since removing all Khazad units in Mazatl territory (but the not the chest) also prevents the crash. The chest isn't anything fancy, just a healing salve.
 

Attachments

D'tesh are immune to all negative disease promotions (Diseased, Plague, etc), as are all undead; LIVING units owned by the D'tesh are not immune, it's part of the undead promotion.

As for the event, yes they should be. There are a few they have unique options for, but that's one I forgot. ;)

Thanks for the response.

Back to one of my questions: if your LIVING unit owned by the d'Tesh gets disease/plague, what unit can you use to cure? Or, is that unit diseased/plagued for the rest of the game unless you happen to find Pool of Tears or build Aqua Sucellus?
 
was running another sandbox mode test on the D'Tesh. Kept hitting CTDs around turns 150-160. After reloading and saving I finally hit a consistent CTD at turn 165.

I tried playing d'Tesh for the first time in awhile and hit CTDs a little later in the game. I went back several turns and tried to play through it, but no dice. It's a shame because I was really getting into those lovable undead varmints. ;)
 
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