RifE 1.20 Bug Thread

the town unique improvement... foxford?... is broken, no matter how many times i go and get rid of the damn werewolf it doesn't disable the event. I had like 4 heroes of foxford running around.
 
I don't know if this is a bug or a feature, but I was playing a game as Lord D'Tesh, and the plague event hit me. I know there is a special line item for the Scions to ignore it, but there's nothing for D'Tesh, so my capital lost a population (which can be a real blow early on to D'Tesh).

Also, Thanatos got Body I at some point. Any reason for this?
 
kurio cities always start as settlements. hurts esp when u move you starting settler for 2 turns and the scout needs 4 turns to enter the city -> 6 turns gone. BAD
 
Alright, here's an oddity that I'm not sure is a bug or part of the preceeding event.. Turn 29, Marathon game, advanced start. The event where the Bronze Owl constellation, sacred to Sirona blah blah, peace happiness, comes up. I've got 2 warriors sitting in my capitol. I've had a lizardman already attack and be killed, once before. Another one is just making it's move up to my city, when on the next turn, it moves in as if the two warriors weren't even there, killing my civ. Happens each time I restart from this save.

Is this what the Bronze Owl event does? Makes it so that your units are worthless for a turn?

Here's the save, just in case it's a bug.

Edit: Okay, so it's a bug. Deleted the lizardman in the World Builder and played on. Turn 59 comes around, another lizardman shows up and walks right on in as if my defenders weren't even there. Something odd is up.
 

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I'm getting a repeatable start-of-turn CTD early in the game. At first I thought it had something to do with my modules but now I'm seeing it even after I've taken them out. It doesn't seem to be related to any one civ, so I'm not sure what's causing it, only that it doesn't happen in FF. Maybe an event's gone buggy?
 
Getting a random CTD with error in gamecore dll relatively early :) in the game, not sure what its related to. Managed to get a save with stable CTD next turn. Got E + quickfix02+vitalize+improvements addons. Couldn't get Kelp one working, game ctds with error in dll on map creation.


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on a side note , the E install file has a copy of assets folder with some file in python folder inside of actual assets folder (i think its the same file as in Qfix).

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on another unrelated side note , using the FFPcontinent script , is it possible to make initial city spawns farther away than 3 squares ? I mean close spawn is fine and all , but when 4 or 6 civs out of 30 on a huge map start within 3 squares of each other and with all the additional bonuses placed around them ... well it kinda looks messy , doesn't allow them to develop normally and stuff ... not a complaint just a minor gripe i guess :)
 

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I'm not sure what's up with the lizardmen... Think Orbis gas been having the sane issue with wraiths.

As for the random CTDs... Could you use worldbuilder to check if there are any Demonic Fort Commanders? Animals too I believe.... Xienwolf has said before that no barb civ other than the Orcs can own cities, and I know demons owning a city crashes the game... Them having culture may do the same. Keep forgetting to block them.

As for the extra assets folder... I had extracted something wrong. Luckily, the file is where it's supposed to be as well as the extra folder... Noticed it a while back. Not much I can do to change it now. :lol:

I can look into the mapscript, but can't promise anything.

Kelp Module... Are you using the first version or 1.1? If not, try it... Fixed an artdef. If you ARE, well... Crap. :lol:
 
Yay , 1.1 worked , missed that there was an update )


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As for demonic fort commanders , actualy found lvl3 one , deleted it , but game CTDs on next turn anyway , i`ll look for more stuff maybe missed something.
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About mapscrip , i understand u got a lot of stuff already on your hands , so even if you could just point into direction on where i could poke for starting location distance .. would be great :)
 

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There are quite a few Text_key errors in the Civopedia. Would you like a list of them, or do you know of them all already?

-its possible this is a result of my funky install, though not all of the FF+ additions have text_key errors-
 
There are quite a few Text_key errors in the Civopedia. Would you like a list of them, or do you know of them all already?

-its possible this is a result of my funky install, though not all of the FF+ additions have text_key errors-

They're known. Most are leaders who don't have backgrounds yet. :lol:

Can be fixed by exposing the fort commanders, but, fort commanders under Esus with the shrine don't defend the forts... Resulting in instant fort-pillaging. Could be a problem.

Well, that's a rather large oversight.... I'll block them from the promo. Not one you want them to have anyway.

I don't know if this is a bug or a feature, but I was playing a game as Lord D'Tesh, and the plague event hit me. I know there is a special line item for the Scions to ignore it, but there's nothing for D'Tesh, so my capital lost a population (which can be a real blow early on to D'Tesh).

Also, Thanatos got Body I at some point. Any reason for this?

I forgot that one... They have a few special choices already. One that should reduce pop instead gives warriors, and they're immune to the Calabim worldspell... But the scion unique event is rather bad for them.

Not sure how he got Body... Can get it from finding a body node when exploring a lair.

Yay , 1.1 worked , missed that there was an update )


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As for demonic fort commanders , actualy found lvl3 one , deleted it , but game CTDs on next turn anyway , i`ll look for more stuff maybe missed something.
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About mapscrip , i understand u got a lot of stuff already on your hands , so even if you could just point into direction on where i could poke for starting location distance .. would be great :)

Well, that's good news. Noone had confirmed that it worked yet, but I hadn't had any bug reports either. :lol:

Hmm... If it was the demons holding territory, I would expect it to crash the turn after it's created, not at level three. Not sure what the cause is now.

As for the mapscript, it's not really an issue of time... More not knowing what I'm doing yet. Haven't even really looked through it, I just copied Opera's code, minus Crystal Plains.
 
As for demonic fort commanders , actualy found lvl3 one , deleted it , but game CTDs on next turn anyway , i`ll look for more stuff maybe missed something.

Strange. I blocked off barbarian civs from using the claim fort spell and I haven't gotten a CTD yet, but if you're seeing a commander at Lv3, maybe owning territory isn't the problem? Hmm...
 
The fate wich abolish magic during 20 turn (i don't know what civilization has this fate) disable the button for commander's raising.
 
You mean the Amurite World Spell?
 
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