RifE 1.20 Bug Thread

No, I didn't even know it existed yet.
 
Yeah kelp module kills my game every time I tried to start one. (tectonics) I never tired another map tho.
 
The Mercurians spawned in my game with only RoK in their city yet they have several angels with the Cloak of Esus promotion.
 
The Mercurians spawned in my game with only RoK in their city yet they have several angels with the Cloak of Esus promotion.

I believe FF made it so that CoE is invisible to anyone now. You can't see when a city has it and you can't see when a civ follows it.
 
A serious issue with the jotnar- they are unable to build fishing boats. This makes their flavour of sea a serious disadvantage, as they cannot harvest the resources. I tried this twice with different leaders at medievel era.

I'm wondering- was it planned to remove the jotnar hills/river flavour? They do not recieve spaciel bonuses anymore.

If you start at medievel era as jotnar you have certain mounted techs. This should be checked to see that it works as intended.
 
A serious issue with the jotnar- they are unable to build fishing boats. This makes their flavour of sea a serious disadvantage, as they cannot harvest the resources. I tried this twice with different leaders at medievel era.

Sea trolls build sea farms.
 
Sea trolls build sea farms.

You mean seakin trolls. Thanks for telling me.
The various tooltips should be fixed to represent that they do not use fishing boat (found no hint for that till I was looking for it by your suggestion).
Also, it is unclear what Soak does (and some of the other spaciel kin spell I suppose).
 
There's a problem with the Minor Trait. I keep accepting the other traits to change the minor but minor was not changed/removed. I played as Yakut, Kuriotates, standard pangaea.

There are also 2 mobility 1 promotions - but if you get mobility 2, you can still get the other mobility 1 but it wont show on your unit.
 
There's a problem with the Minor Trait. I keep accepting the other traits to change the minor but minor was not changed/removed. I played as Yakut, Kuriotates, standard pangaea.

There are also 2 mobility 1 promotions - but if you get mobility 2, you can still get the other mobility 1 but it wont show on your unit.

I fixed the Minor Trait bug... It existed in the very first version of the patch, was fixed in a quick fix, but I rolled the quick fix into a new version of the patch when I moved it from FileFront to WePlayCiv. I'll upload it again here, just extract into your FFPlus folder.

The 2 mobility promos are known. The new one was meant to be Jotnar only, as they're blocked from mounted techs. It's fixed in the internal version.
 

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I believe FF made it so that CoE is invisible to anyone now. You can't see when a city has it and you can't see when a civ follows it.

No you definitely can, I saw random cities that I had never spread it to following it. Could also see several leaders following it. Also is it really intended for civs that do not control the Nox Noctis to get the Cloak of Esus promotion?
 
Reported Bug No. 2: Bedouin Workers can't build on Flood Plains.

Actually this is not right. Normal workers which are captured by the Malakim, and not yet converted into bedouin workers, can also not build on flood plains. I wonder if this is a result of the (somewhat strange) new -1 production on floodplains to Malakim in FF051. Perhaps tiles require a minimum of 0 production to be built upon?
 
The Jotnar Halls (Spring, Fall, Winter, etc) say they lower maint costs for nearby cities, however I see no change to economy when they are built.

Also, the Jotnar Reavers seem to have issues with pathfinding at sea and cargo. Often my cargo units, SoK's, end up on the nearest open shore with the Reavers (still showing the embarked flag), instead of following a valid sea route. When re-entering sea tiles the cargo units need to reboard the Reaver they are currently embarked on.
 
Playing as Scions, and I have noticed two strange things:

i) Maelstrom doesn't work. Checked the Pedia and saw that it no longer required Air II (as previously) and now requires Jotnar. I guess I missed that change. However that didn't stop me launching a huge invasion force after researching sorcery to get lots new population, but...

ii) razing cities as Scions after researching sorcery gives no awakened (or whatever they are called) as it used to previously (tried with 6 cities of sizes 2-9)

Are these bugs or intentional changes?
 
For the Bug with the Bedouin Worker

First Screenshot shows a Scorched Floodplain (with wine) - nothing to build besides Caravan Route
Second Screenshot shows the plain below it - all normal
Third Screenshot shows the natural Floodplain right besides the plain - again nothing to build.

Version is FF+ 0.21e without any Addons/fixes
 

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what happened to herne?

cant build him anymore :(((

FF never brought him over... I keep meaning to, but forget. As it is, FF kept the War Chariot unit he replaced, so it's not all losses.

The Jotnar Halls (Spring, Fall, Winter, etc) say they lower maint costs for nearby cities, however I see no change to economy when they are built.

Also, the Jotnar Reavers seem to have issues with pathfinding at sea and cargo. Often my cargo units, SoK's, end up on the nearest open shore with the Reavers (still showing the embarked flag), instead of following a valid sea route. When re-entering sea tiles the cargo units need to reboard the Reaver they are currently embarked on.

They aren't meant to reduce maintenance AFAIK. Should just be an incorrect textkey.

As for Reaver pathfinding... It's an issue with the way they gain movement in sea tiles. There's not really a way around it though.

Playing as Scions, and I have noticed two strange things:

i) Maelstrom doesn't work. Checked the Pedia and saw that it no longer required Air II (as previously) and now requires Jotnar. I guess I missed that change. However that didn't stop me launching a huge invasion force after researching sorcery to get lots new population, but...

ii) razing cities as Scions after researching sorcery gives no awakened (or whatever they are called) as it used to previously (tried with 6 cities of sizes 2-9)

Are these bugs or intentional changes?

1. That is bad. The Jotnar version should have been a clone, rather than a replacement... Will look at it.
2. I touched nothing there, but I think Tarq might have in FF. I'll check.

For the Bug with the Bedouin Worker

First Screenshot shows a Scorched Floodplain (with wine) - nothing to build besides Caravan Route
Second Screenshot shows the plain below it - all normal
Third Screenshot shows the natural Floodplain right besides the plain - again nothing to build.

Version is FF+ 0.21e without any Addons/fixes

That helps, thank you. Now to find out why... :lol:
 
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