RifE 1.20 Bug Thread

sounds like you enabled, Freeze Animations in the graphics options. That will cause the units to revert to Vanilla graphics. I had this myself. In fact, I took it as a trade off for being able to play the game.

Ah, right you are! I unchecked that option and the graphics returned to normal. It's strange that the option to freeze animations does things other than freezing animations. That is, the animations remained even with it checked.
 
Workers aren't waking up when an enemy unit comes into movement range.
 
It might be a good idea to use different game terms for different mechanisms. In particular, "train" is currently used both for "creating a unit" and "increasing a unit's XP while it studies at a building".
 
In this case, it is also the clearest description for both.
Despite being confusing? So, whenever we use the word "train" in the Civilopedia, the user won't have any idea which game mechanic is being referred to? What's wrong with "instruct" or "equip"?

Speaking of, when's the civilopedia going to be worked on? ;)
 
Playing D'Tesh current version.

It is possible to sacrifice summoned skeletons to the fort commanders, giving them HUGE XP bonus. (Level 30 commander in two-three turns.)
 
this may be the weirdest thing i've seen yet.

in my current game, i have a bunch of units at a fort attacking the other team on the adjacent tile. but here's what happens: about 90% of time: upon ordering a unit to attack, it runs in another direction. it actually runs off the map! about 10 seconds later, it runs back, turns around, and goes back to the fort. the game will record the battle, but visually, my units are touring around the earth just to attack a unit next to it. slows things considerably too as you have to wait for the unit to return before you can do anything.

weirdness!
 
Units still aren't auto-boarding ships when they walk onto them from land onto a coast tile.

When Great people found a guild (corp), the city still isn't adding the guild to the city.
 
this may be the weirdest thing i've seen yet.

in my current game, i have a bunch of units at a fort attacking the other team on the adjacent tile. but here's what happens: about 90% of time: upon ordering a unit to attack, it runs in another direction. it actually runs off the map! about 10 seconds later, it runs back, turns around, and goes back to the fort. the game will record the battle, but visually, my units are touring around the earth just to attack a unit next to it. slows things considerably too as you have to wait for the unit to return before you can do anything.

weirdness!

Mmh this reminds me of a bug that was present in one of the last updates to Fall Further, where immortal units would "die" during combat, be reborn and return to the same combat from the capital...
Apart from this , I've never encountered such bug in Rife...
 
i've also experienced this in RiFE
..although it is quite funny seeing one of your little men run straight past the enemy and into the far distance :P
 
Next bug set, whee!

  • C++
    • CvUnit.cpp
      • CvUnit::castDispel
        Doesn't check whether the unit has the promotion before removing the promotion.
      • CvUnit::setHasPromotion
        The item container unit handling bit also doesn't check whether the unit has the promotion before removing said promotion. This can result in 1) the unit having a negative number of a promotion, 2) the container destruction code triggering prematurely.
        Combined with previous, this causes a crash as the promotion removal loop in castDispell() will access now-invalid unit data.
  • Python:
    • CvGameUtils.py
      • Reference to TRAIT_VEINHUNTER, which doesn't exist.
  • A unit somehow ended up evaluating CvUnit::doTurn() when it's dead in delayed death mode.
 
I can't seem to summon Auric Ascended, though, it seems to be a problem most people are having. Is there a quick edit I could do to make it possible once again?
 
When Great people found a guild (corp), the city still isn't adding the guild to the city.

it may look so, if you dont have the required ressources in that city and look at the city "from outside".
if you look inside the city (doubleclicking it), the corporation/guild should be displayed on the top right corner.
or did you mean something different?
 
I'm getting the same crash with delayed spells like Sarisin. Every time a delayed spell finishes casting the game crashes. This only happens in Rife, delayed spells work in FFH.
So I compared the FFH DLL with the RifE DLL and found out that the following code was added to CvUnit.cpp at Line ~17363

Code:
/*************************************************************************************************/
/**	Xienwolf Tweak							02/14/09											**/
/**																								**/
/**				Allows you to cast when you regain control of the unit							**/
/*************************************************************************************************/
			    if (GC.getSpellInfo((SpellTypes)getDelayedSpell()).isHasCasted())
				{
					if (isHasCasted())
					{
						setHasCasted(false);
					}
					else
					{
						changeCastingLimit(1);
					}
				}
/*************************************************************************************************/
/**	Tweak									END													**/
/*************************************************************************************************/

After removing that code and building a new DLL delayed spells are working now. Unfortunately my c++ skills are rather limited so I have no clue why that code would cause a crash for some people. Maybe someone else could take a look into that?

edit: somehow missed Ornedans post on the previous page, seems like he already found a fix for this bug.
 
it may look so, if you dont have the required ressources in that city and look at the city "from outside".
if you look inside the city (doubleclicking it), the corporation/guild should be displayed on the top right corner.
or did you mean something different?

Did that, and it's not. Another indicator is I can't build the guild "executives" in the city queue.

In fact, I can go into WB and the city clearly does NOT have the guild. I can click to add the guild to the city in WB, and then it works. In fact, that's what I've been doign to fix this bug... when I use a great person to add the guild in one of my cities, I immediately open WB and add it for real.

Needs to be fixed.
 
I'm getting the same crash with delayed spells like Sarisin. Every time a delayed spell finishes casting the game crashes. This only happens in Rife, delayed spells work in FFH.
So I compared the FFH DLL with the RifE DLL and found out that the following code was added to CvUnit.cpp at Line ~17363

Code:
/*************************************************************************************************/
/**	Xienwolf Tweak							02/14/09											**/
/**																								**/
/**				Allows you to cast when you regain control of the unit							**/
/*************************************************************************************************/
			    if (GC.getSpellInfo((SpellTypes)getDelayedSpell()).isHasCasted())
				{
					if (isHasCasted())
					{
						setHasCasted(false);
					}
					else
					{
						changeCastingLimit(1);
					}
				}
/*************************************************************************************************/
/**	Tweak									END													**/
/*************************************************************************************************/

After removing that code and building a new DLL delayed spells are working now. Unfortunately my c++ skills are rather limited so I have no clue why that code would cause a crash for some people. Maybe someone else could take a look into that?

edit: somehow missed Ornedans post on the previous page, seems like he already found a fix for this bug.

Yes, Ornedan has found a big bunch of them (debug DLL); He has access to the team forum now, so he can post them there. ;)

I'll be looking at all of them (that one especially) over the next few days; At the moment, I'm merging something by Grey Fox. And it's a pain. :p

Did that, and it's not. Another indicator is I can't build the guild "executives" in the city queue.

In fact, I can go into WB and the city clearly does NOT have the guild. I can click to add the guild to the city in WB, and then it works. In fact, that's what I've been doign to fix this bug... when I use a great person to add the guild in one of my cities, I immediately open WB and add it for real.

Needs to be fixed.

Is it possible that founding a guild has a chance to fail, like spreading a religion? Anyone else getting this problem?
 
Back
Top Bottom