RifE 1.20 Bug Thread

Did you make many mods to Beyond the Sword? or just FF+?

If you've only toyed with FF+, then that is the only folder that needs to be transferred, instead of trying to move the entire firaxis folder. -For me the FF+ folder fits onto a dvd with much room to spare; so if you have data-disc creation abilities, I might suggest that; I personally don't know that much about networking; so, I can't help in that arena-.

If you have indeed, modded the BeyondtS stuffs then, perhaps you could split it up into fragments then transfer it with whatever option is available.

Note: OoS errors wouldn't be completely eliminated by simply having the exact same files, as some errors still have yet to be debugged out of the code; most have, but they do still occur.

doh! :sad:
 
:confused:
in this save just end the turn - the barbarian lizardman attacks my only city - captures it by bumping both the centenari and Korinna the Protector out of the city (Korinna and an Engineer corps turn Barbarian) and I loose - this is with all the modules linked in the first post.

Edit: and it doubles the defending unit as a Barbarian one (I removed the Cenenari and had Korina defend - and suddenly she is doubled outside the city...
 
I'm not sure, but I think the Ability of Balseraph Puppets to stay in Enemy Cities (When their in a city and it's captured) is causing a crash.
 
Looking at CvGameUtils.py it seems that the word "Calendar" has been misspelled as "Calender" in some of the Minor Leader teching instructions.
 
Earth's Bosoom doesn't have a pop-up checking if you want to cast it if casting it will declare war on another civilization.
 
OoS resulting from different prophets being found.
On my screen he got some Teuretes(sp), on his screen he got Gosea.
Not sure if this is FF+ specific, but putting it in this thread first.
 
The "Part Water" spell that adds the water walking promotion to all units in the casters stack, which requires the Giantkin Prominent and Seakin promotions is not working. The spell is not usable, it simply remains greyed out the entire time. The unit is a Troll Elder who has both the requirements and even has the spell in his bar, its just not clickable.

-Moosh
 
I have been playing with my friend, and we have enjoyed the relative stability (in comparison to Orbis and Fall Further).

Most of our OOS are not permanent, fixed with a reload (generally, our computers disagree on what happened). Recently however, we have noticed when attack at range by AI (but not us attacking them at range), it caused an OSS most of the time. In the start it would pass (like blowing up a star ship in Final Frontier with a star base at range) after a moment. Then it became we had to reload, and that caused a problem when the AI went to war with each other, a lot.

Other than that, we have had little OOS that we could not find the cause of.
 
Much to my surprise, I just declared war on the civilization which (a) is my closest ally, (b) is my closest neighbor, and (c) is currently the most powerful civilization in the game.

I did nothing. At the end of the turn in the attached saved game, I'm at peace with the Bannor (Capria). I end the turn, and when my next turn starts I get a message which says "You have declared war on Capria" before I even take any action!

I cast no spells. I attacked no units. I have no units moving automatically which could accidentally attack (and even if I did, they haven't done anything yet this turn!).

Now, I might be able to survive the situation (in spite of appearances if you look at the game), but I REALLY didn't want to fight them yet!
 

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Update to my previous post regarding the mysterious declaration of war against Capria (Bannor): I found the culprit.

I had captured a 'Watcher' unit from The Legion of D'Tesh. I was moving that unit to my civilization when it ended its turn inside the Bannor borders. It seems this caused me to declare war on the Bannor, even though I have an Open Borders treaty with them.

The unit in question is between the cities of Vindrastaed (my city as the Jotnar) and Spilan (Bannor city), on the first tile inside the Bannor border.
 
Happen today to me, also. It is because the Watcher unit has the 'searing heat' ability, and that is not friendly to anyone but the D'Tesh, is my guess.
 
Happen today to me, also. It is because the Watcher unit has the 'searing heat' ability, and that is not friendly to anyone but the D'Tesh, is my guess.

That makes sense, though I still consider this a bug. At a minimum, there should be a notification that the watcher caused the problem.
 
I get frequent crashes (CTD) between turns. The attached savegame will cause a crash every time when ending the turn.

Annoying, as this has turned out to be an unusually interesting game.
 

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I get frequent crashes (CTD) between turns. The attached savegame will cause a crash every time when ending the turn.

Annoying, as this has turned out to be an unusually interesting game.

I did a bit of experimenting in the savegame editor. It appears that the D'Tesh civilization is causing the CTD. Remove the civilization and no more CTD. I also tested removing just the D'Tesh capital city and that too prevented the CTD.

As the CTD seems to be D'Tesh related, decided to remove them from the game entirely, in case the cause is something that can come up again (no big loss as they were down to two cities anyways).

As a side note to this problem, the D'Tesh civilization still seems to exist even though they don't have any cities. I don't know if this is because I deleted one of the two cities using the world editor or because of a bug.

Hope this helps solve the problem.
 
That makes sense, though I still consider this a bug. At a minimum, there should be a notification that the watcher caused the problem.

Planning on overhauling that whole system eventually... For now, I'll either:

  1. Allow the Searing Heat promo to be added/removed via spell, so you can turn it off when entering friendly territory.
  2. Block it from running in friendly territory. Will still work in your own, unowned, and enemy territory.
 
Planning on overhauling that whole system eventually... For now, I'll either:

  1. Allow the Searing Heat promo to be added/removed via spell, so you can turn it off when entering friendly territory.
  2. Block it from running in friendly territory. Will still work in your own, unowned, and enemy territory.

I like both ideas. Thanks!
 
In CvGameUtils, LEADER_THESSALONICA is misspelled as LEADER_THESSOLONICA

Also, in CivilizationInfos, UNIT_EGRASS is incorrectly listed as UNIT_JOT_EGRASS.
 
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