RifE 1.20 Bug Thread

It should be founded at the end of the first turn by both Human and AI. Not a bug I'm worried about too much though as the religion is gone next version.

Ok no worries.

Separate concern: I thought animal packs were prohibited from attacking cities? I just had an animal take one.
 
are we supposed to be getting items from mutations? my rogue (playing austrin) just got the Rod of the Winds (+1 air affinity) from a ruins exploration mutation on turn 3. will come in handy when i build Harmatt :lol:
 
Ok no worries.

Separate concern: I thought animal packs were prohibited from attacking cities? I just had an animal take one.

Only if Timid Animals is turned on, as I just flipped the option, didn't change it. Next version the animals won't be able to attack cities (Just the wild animals, don't worry), but will be able to enter borders unless that option is on.

are we supposed to be getting items from mutations? my rogue (playing austrin) just got the Rod of the Winds (+1 air affinity) from a ruins exploration mutation on turn 3. will come in handy when i build Harmatt :lol:

No, no you are not. Though the Mutation system is being completely redone... And should be more interesting afterwards, rather than just getting random promotions. ;)
 
hey, i loaded a new map with the Erebus Continents option, also with the ancient ruins option.
slightly troubling was the fact that it put two next to each other. but more importantly, my baby spider was caught in a cage when i explored one, and the next turn it was able to free itself...:confused:

Edit: New screenshot. now it put 4 adjacent to each other....
 

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hey, i loaded a new map with the Erebus Continents option, also with the ancient ruins option.
slightly troubling was the fact that it put two next to each other. but more importantly, my baby spider was caught in a cage when i explored one, and the next turn it was able to free itself...:confused:

Edit: New screenshot. now it put 4 adjacent to each other....

The ruins are meant to be adjacent. It's meant to convey massive ancient cities, which the modern age can't come close to matching. I think it does so well. ;)

The cage has been broken for a while; Believe it's actually been removed from the most recent team version.
 
It's a good thing too, my super veteran Larry dah Hill Giant got caught in one on top of a mountain. I would have had no way to get him down >.<
 
one thing I noticed is that i seem to be unable to build any cities with the latest patch, I tried several civilizations (khadi, grigori, deteshi, mercurians) and none were able to build any cities, had to pop them in wherever i wanted them, and the AI seemed to be able to build... odd.
 
one thing I noticed is that i seem to be unable to build any cities with the latest patch, I tried several civilizations (khadi, grigori, deteshi, mercurians) and none were able to build any cities, had to pop them in wherever i wanted them, and the AI seemed to be able to build... odd.

Run a 'Play Now!' game to clear saved options, then try again. Just have to let the game initialize, don't need to play it.
 
Hmm... Nothing I know of which would cause that issue other than saved options which could cause that, unless you had a modmod installed and it's causing conflicts.

I CAN say that neither I, the rest of the team, nor our 2 dozen or so testers (or the many who've downloaded the patch) are having that problem; Could you post a save of it? Might help me tell you what's wrong with it.
 
Got some problems with the Undercouncil... After selecting the civ, I get the pop-up for the leader selection, and then nothing more, no one wins the election and the council resolutions never start...

Edit: Nevermind, I am able to select resolution, albeit I had to wait about 50 turn on normal... I'm almost sure the pop-up telling me the result of election never came... I'll try it in another game and write a more consistend bug report, if the problem presents again.
 
the last thing I noticed, the settlers are able to build on improvements, but not base terrain..... makes for a very hopeful start....

thanks.

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Edit: just downloaded the latest manaflares mod, and now it works fine...

The fact that installing Mana Flares fixed it tells me that you probably had mana flares installed before patching to 1.22.2; Which is what caused your problem, as that version of mana flares was not compatible. Which is why I recommended that if any modmods are installed, you reinstall 1.20 before installing 1.22.2. ;)
 
clear swamp for lizardman shaper doesn't seem to be working atm. using latest version as of today.
 
It looks like at some point, the civilization_austrin was renamed to civilization_austerin. The prereqcivilization for windstones and doubletime team in promotioninfos.xml, however, was not. This ruins everything.

Edit: it also looks like Harmatt is no longer the Austrin hero, for the same reason, on line 1797 of customfunctions.py.
 
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