RifE 1.20 Bug Thread

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.

Actually, it's the other way around; The original was Austerin, and Vehem changed it to Austrin before he ever released them. We really need to get around to updating that...
 
Downloaded the patch. I tried the new Erebus map and it is nice, but a little different than what I am used to playing.

I had a crash around turn 50, but restarted and played on!

One strange thing is Giant Spiders in the wild. I was unable to see them with my Svartalfar Scouts and Hunters and was even able to occupy the same tile as them. I was unable to attack them, but had one attack and kill my Scout without ever seeing it - except in the World Builder.

Also, a comment on the City Ruins. I came upon a cluster of 4 of them. A Scion creeper though went along popping all but one unleashing a bunch of Orc barb Warriors (lair/dungeon/ruin results are still in need of work). I only got to one, explored it, and got...you guessed it, Orc barb Warriors. I hope the lair results will get more variety in the new version being tested.

Finally, the goody hut results seem to be a bit harsh. My first goody hut yielded two Orc axemen on Turn 2! The result was a dead Scout and later a dead Warrior for me. :(

PS. I got the disciplining event that cost XP three times in less than 100 turns. :crazyeye:
 
Downloaded the patch. I tried the new Erebus map and it is nice, but a little different than what I am used to playing.

I had a crash around turn 50, but restarted and played on!

One strange thing is Giant Spiders in the wild. I was unable to see them with my Svartalfar Scouts and Hunters and was even able to occupy the same tile as them. I was unable to attack them, but had one attack and kill my Scout without ever seeing it - except in the World Builder.

Also, a comment on the City Ruins. I came upon a cluster of 4 of them. A Scion creeper though went along popping all but one unleashing a bunch of Orc barb Warriors (lair/dungeon/ruin results are still in need of work). I only got to one, explored it, and got...you guessed it, Orc barb Warriors. I hope the lair results will get more variety in the new version being tested.

Finally, the goody hut results seem to be a bit harsh. My first goody hut yielded two Orc axemen on Turn 2! The result was a dead Scout and later a dead Warrior for me. :(

PS. I got the disciplining event that cost XP three times in less than 100 turns. :crazyeye:

On the Spiders - Will check it out.

City Ruins - Meant to be clustered that way, to show large cities; They'll be getting a unique exploration table, just not done yet.
 
I have a repeating crash when I thry to capture a Lunchuirp city. The moment my Unit move in the empty city (cleaned with spider) or attack the city when the last unit is ther the game crash bevore the message come up if I whant to capture or raze.

In the City is a Tresure Chest with the Barnaxus Pices.

The game also crash when I set via WB a Barabrian Archer in the Empty city. The Archer raze the city and when I lave the WB then I got the CTD.

Installed Modules:
First Load: Flat Exp
Normal: Reformed Liches, The 3 Fort Commander Modmods, Arcane Academies, Populated Cotages and the 3 Modules I uploded here: http://forums.civfanatics.com/showpost.php?p=9012435&postcount=25

If you think the save (even with all the modules) would be usfull for debuging I will upload it.
 
I've had 7-8 crashes before Turn 200 in my game. The good news is that every one has been recoverable with a re-load. The bad news is, well, that's a lot of crashes.

Also, I have to say I am seeing an awful lot of repetition in certain events. Specifically, I have had the event that takes away 1 XP five times and the Goblin dumping 3 times.

Honestly, I don't care very much for this new Erebus map. Nothing against the map itself, and it sure is purty, but I prefer mostly land maps. Also, this one filled up very fast and the game has slowed down considerably.

With the current patch, will other maps (like Fantasy Realm) run OK, or should we stick with this one? Thanks.
 
I've had 7-8 crashes before Turn 200 in my game. The good news is that every one has been recoverable with a re-load. The bad news is, well, that's a lot of crashes.

Also, I have to say I am seeing an awful lot of repetition in certain events. Specifically, I have had the event that takes away 1 XP five times and the Goblin dumping 3 times.

Honestly, I don't care very much for this new Erebus map. Nothing against the map itself, and it sure is purty, but I prefer mostly land maps. Also, this one filled up very fast and the game has slowed down considerably.

With the current patch, will other maps (like Fantasy Realm) run OK, or should we stick with this one? Thanks.

Will reply to the rest later (Tired, trying to test some code and then go to sleep. :p), but on the maps:

EDIT: Awesomeness, mechanic added successfully. If an improvement is set to spawn units for a specific civ (IE: Lair), and has a CultureRange of 0 or higher (standard is -1, 0 means it's own plot as with forts), it will automatically have it's owner/culture set. Meaning that any barb, animal, or demon lair placed on the map, through any means whatsoever, will have it's culture set; No need to 'claim' it via spell. :goodjob:

First, large continents are easily possible with ErebusContinent; Just set it for High Cohesion and Low Sea Level. Should get one massive continent. Granted, not a strict 'land map' as it will have ocean, but it's close.

For other maps: They will work, but kelp/reefs will be placed haphazardly and Deep Ocean will not appear.
 
Also, a comment on the City Ruins. I came upon a cluster of 4 of them. A Scion creeper though went along popping all but one unleashing a bunch of Orc barb Warriors (lair/dungeon/ruin results are still in need of work).

I think this is bug...Scion creeper was not allowed to explore lairs/dungeons...so it shouldn't be allowed to explore city ruins as well. I think this would be OP, considering Scions get 3 free invisible creepers from the start and considering they can build scouts easily
 
Had a few odd crashes on this mod - seems FF+ was alot more stable.

In the process of trying to track down the culprit, I came across a number of broken references and typos in CvGameUtils.py

Namely, all references to "Civilization_barbarian" are wrong because there is no such thing in civilizationinfos anymore.

Few other things too though.

line 694 "killmorph" should be "kilmorph"

line 4065 "money_changer" should be "moneychanger"

line 4067 "sewer" should be "sewers"
 
Wintering gave Wintered to non-living units (golems, Boris) and did not give it to Barb units.
 
I think this is bug...Scion creeper was not allowed to explore lairs/dungeons...so it shouldn't be allowed to explore city ruins as well. I think this would be OP, considering Scions get 3 free invisible creepers from the start and considering they can build scouts easily

It won't be; The current spell is a temporary fix allowing the ruin to be removed. It will have a unique exploration table.

Had a few odd crashes on this mod - seems FF+ was alot more stable.

In the process of trying to track down the culprit, I came across a number of broken references and typos in CvGameUtils.py

Namely, all references to "Civilization_barbarian" are wrong because there is no such thing in civilizationinfos anymore.

Few other things too though.

line 694 "killmorph" should be "kilmorph"

line 4065 "money_changer" should be "moneychanger"

line 4067 "sewer" should be "sewers"

The CIVILIZATION_BARBARIAN references would likely be in FF as well; Not a RifE specific bug there, but it has been fixed for the next version.

In fact, every bug you mention has been fixed already by Grey Fox, as he's done a lot of python optimization there and fixed typos as he came to them. ;)

Wintering gave Wintered to non-living units (golems, Boris) and did not give it to Barb units.

Fairly sure that is different already as well, though I'd honestly have to check; Merged a newer, more balanced version of the Frozen.
 
Fairly sure that is different already as well, though I'd honestly have to check; Merged a newer, more balanced version of the Frozen.
Got it. I was going to try them next game, maybe you'll have the new version released by then.

Anyway, more info: I noticed one of my Frigates ended up with Frozen as I was playing yesterday.

Dunno... Frozen seems kind of interesting but it shows the value of having at least one unit with Dispel Magic.
 
Game crashes whenever I attempt to put a farm on a forest tile using the Svartalfar

I'm playing as Volanna/Svartalfar now and I have not seen that problem whether I build the farm on regular forest or Ancient Forest.

I am, however, getting crashes every 20 turns or so. I get kicked out to the desktop, but am able to reload my last save (I save after every turn now) and play on in every case.

With the patch, I get CTDs more often, but they do not kill the games as before without the patch - for me anyway.
 
The "Frozen" just popped up next to my lands; now I'm getting a Python Exception Error. This error repeats after every turn - but doesn't necessarily crash the game. You can see the error in the attached jpeg. I've also uploaded the save game.

I'm running 1.22.2 with nothing extra added.

Thanks for your work on this game!!
 

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For some reason, my Great Person Join City button is a pink square. It works the way it is supposed to, it's just missing the graphic for the button.
 
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