RifE 1.20 Bug Thread

tried the neat sounding one with weather and tectonics, for about a half hour walked away and did something else, tried Erebus for about the same, tried Vanilla Pangaea for twenty minutes.

Okay so I replaced huge world size with small and it only took a couple minutes. It doesn't hang up, I'm just slow. Sorry to bother you folk.
 
Slight bug: The game dispays the new name for nations when they change civic in the Updates box-but not on the score chart.
 
Probably already reported, but the "Mobility I" available to Jotnar at Cartography and the "Mobility I" available to everyone else at Horseback Riding, seem to often both end up available to units... so you take two in a row, getting +2 movement.

I do not know how you'd remedy that, but disambiguating which one's which even by a simple name change could help (call one of them "Long Step" or something, meant only for Giantkin, and later if people see their Adeptus or Bambur or whoever can get "Long Step", it helps narrow down what's wrong where).
 
Also, it appears that the Assasinated governor Event is impossible for the Jotnar: I've gotten it several times, and what ever I pick is wrong.
 
Ah, that makes sense, Jotnar are stuck with "Traditions" no matter what, as the answers to that event depend on whether you're running God King, City States, Aristocracy, etc. Guess that event is just a bad fit for them (would they even have a governor, or more like a clan leader? Oh well)
 
When turn is ended it never finishes it's loading-ness. This is fixed if the Shiem capital city and the units standing on it are deleted; it appears, that no-one plans to finish anything on the next turn.

On a side note, check out Gibbon; being able to cast Loki's puppet spell is nice, being able to twin-cast the puppet spell is better, being able to twin-cast the puppet spell and then be able to have them twin cast any of Gibbon's spells is pure awesome.

Auto-save included.
 

Attachments

I've been encountering the end of turn freeze more often, and it seems to be tied to an AI unit that gets hung up on a lair. (The move on, move off cycle w/out exploration).

If I can find that unit and delete it, the problem goes away.
 
@2Hydroclopse - if you think gibbon is bad, check out hemah. His stuff actually kills. And when you have tower of elements and are playing with water elementals, and your leader is a summoning leader (keyleen), it can get kind of ridiculous. Hemah with water 3, twincast, and enchant 3 can pull off the following

turn 1 - summon 2 puppets, 2 puppets each summon 2 water elementals
turn 2 - summon 2 puppets, use spellstaff, summon 2 more puppets. 6 puppets now cast summon water elemental, giving a total of 16 water elementals. With tower of elements, all have the strong promotion. Upon attacking (and loosing), each turns into 2 damaged water elementals without the strong promotion (about 70%hp), giving you 32 water elementals. Upon attacking again and loosing, each turns into 2 damaged weak water elementals (again, about 70%hp), giving you 64 water elementals. Thats a total of 112 water elementals with which you can attack in a turn.

Note on this, with FF, you can actually give twincast to non-heroic units of level 10. Also, since twincast allows the casting of a second spell instead of doubling the number of units summoned, you can actually cast enchant spellstaff as your first or second spell, then summon a puppet, use the spellstaff, and summon 2 more, allowing you to have 3 puppets summoned per turn. This doesn't make a difference in the final numbers on turn 2, but it does allow you to maintain those numbers every turn instead of a cycle of every 3 turns.

-Colin
 
Slight bug: The game dispays the new name for nations when they change civic in the Updates box-but not on the score chart.

That's an FF bug, not something I can fix atm. Mostly because I have no idea where that code is. :lol:

Probably already reported, but the "Mobility I" available to Jotnar at Cartography and the "Mobility I" available to everyone else at Horseback Riding, seem to often both end up available to units... so you take two in a row, getting +2 movement.

I do not know how you'd remedy that, but disambiguating which one's which even by a simple name change could help (call one of them "Long Step" or something, meant only for Giantkin, and later if people see their Adeptus or Bambur or whoever can get "Long Step", it helps narrow down what's wrong where).

Yeah, already fixed internally. The <PrereqCivilization> tag was left off the Jotnar promotion.... Although I like the 'Long Step' name. :lol:

Also, it appears that the Assasinated governor Event is impossible for the Jotnar: I've gotten it several times, and what ever I pick is wrong.

Ah, that makes sense, Jotnar are stuck with "Traditions" no matter what, as the answers to that event depend on whether you're running God King, City States, Aristocracy, etc. Guess that event is just a bad fit for them (would they even have a governor, or more like a clan leader? Oh well)

Hmm... I could maybe block that event? Either that, or give them a unique choice. As it stands, it's rigged against them.

When turn is ended it never finishes it's loading-ness. This is fixed if the Shiem capital city and the units standing on it are deleted; it appears, that no-one plans to finish anything on the next turn.

On a side note, check out Gibbon; being able to cast Loki's puppet spell is nice, being able to twin-cast the puppet spell is better, being able to twin-cast the puppet spell and then be able to have them twin cast any of Gibbon's spells is pure awesome.

Auto-save included.

I've been encountering the end of turn freeze more often, and it seems to be tied to an AI unit that gets hung up on a lair. (The move on, move off cycle w/out exploration).

If I can find that unit and delete it, the problem goes away.

Hmm. I haven't actually touched the lair code... I'm not sure why it would be hanging up on that.
 
I take it that nobody has examined that file, yet...
 
Kuriotates are bugged for multiplayer. Your first settler always founds a settlement instead of a city.
 
I was able to play to turn 80 with no issues.

Then let me go into more detail. My game crashes when I order workers to build a farm in the space to the Southest of my capital. Does that help?
 
Then let me go into more detail. My game crashes when I order workers to build a farm in the space to the Southest of my capital. Does that help?

Unable to build farm in that space until construction. Built farms to SW, S3, S3E1.

Currently turn 101 no issues.

Researched construction and built farm the SE of capital w/out any issues.
 
Was construction already researched in my game file? Because FF allows you to build improvements very slowly without the requesite techs.

It also may have to do with the Winter's End option. The wheafield appears in the space where there were arctic deer and a camp before, so I was trying to build a farm on the spot of the now useless camp.
 
You hadn't researched masonry or construction. I was able to built on the wheat w/out construction (wheat to SW). I needed construction (allows farms to spread irrigation) to build a farm SE of the capital by building farms up from the river by Tarantum.
 
I have two partitions in my HD, one for windows and another for everything else.

I formated the windows one and Civ4 is on the other one so i didn't have to reinstall it and it works with absolutly no problem. I installed FFH and FF, both installed and work ok.

When i try to install FFPlus however it says it can't find FF folder. Seems like the installed uses the registry to search for FF and nothing else, so i would have to reinstall Civ4 just so the installer would notice where FF is. :(
 
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