RifE 1.20 Bug Thread

My Bannor Fort Commanders can only gain command promotions but not lead units.
Angaad's Imperialistic trait says that new cities start with a cultural level of 2. I thought that means they start off with the BFC. But they don't, so is this a bug or did I got that wrong?
I also think that some leader traits are quit unbalanced... meaning way too weak, is this intended for further challenge?
 
My Bannor Fort Commanders can only gain command promotions but not lead units.
Angaad's Imperialistic trait says that new cities start with a cultural level of 2. I thought that means they start off with the BFC. But they don't, so is this a bug or did I got that wrong?
I also think that some leader traits are quit unbalanced... meaning way too weak, is this intended for further challenge?

Bannor commanders SHOULD be able to lead units. Apparently there's a bug.

The python for Imperialistic is there... It adds 10 culture to the city. Maybe I didn't weight it for gamespeed, and you're playing on a slower speed?

Which traits do you feel are weak?
 
Ah yes, I checked. I'm playing Epic and the threshold there is 15.
Well, the traits. I'm not sure about Imperialistic now, it's like a speedy creative without the bonus to buildings, but has the extra general emergence, so I'm going to drop that.
Strategist - could use a little extra I think. It's barely more than a half aggressive without the bonus build speed.
Illusionist - when I was playing Svart (long ago) I always felt that illusions aren't exactly good. Could be just me. But since it's a Balseraph leader it could also give a free Hall of Mirrors in every city.
Oh, and Opportunistic... but I can't think of anything to add right now.
 
Ah yes, I checked. I'm playing Epic and the threshold there is 15.
Well, the traits. I'm not sure about Imperialistic now, it's like a speedy creative without the bonus to buildings, but has the extra general emergence, so I'm going to drop that.
Strategist - could use a little extra I think. It's barely more than a half aggressive without the bonus build speed.
Illusionist - when I was playing Svart (long ago) I always felt that illusions aren't exactly good. Could be just me. But since it's a Balseraph leader it could also give a free Hall of Mirrors in every city.
Oh, and Opportunistic... but I can't think of anything to add right now.

Well, Strategist also gives Commanders Battlefield Tactics free... But it could be boosted, yes.

Illusionist - I like the Hall of Mirrors thing... Might be a bit strong getting it from the beginning, but could make an event that gives it out after researching a certain tech. ;)
 
I love illusions... they almost kill stuff, and let your weaker troops that rarly kill anything finish them off! (okay I admit I have NO idea if that has anything to do with the illusionist trait I am assuming it makes your summoned units be illusions)
 
I love illusions... they almost kill stuff, and let your weaker troops that rarly kill anything finish them off! (okay I admit I have NO idea if that has anything to do with the illusionist trait I am assuming it makes your summoned units be illusions)

That's exactly what the trait does. ;)
 
Will look into Dispel then, but I'm not too hopeful. Seems like a random one, honestly.

It was repeateable, I could dig out a savedgame if you want to test it! I got a ctd 3 times in a row trying dispel, but had no problems when I changed the resource to a neutral mana trough WB.

And, for the railroads, as thematic as they are for the Mechs, I hope it will be solved in the patch (I mean, you restore the prereq. of refined mana to RR, is that what you meant?).

As always, thanks for your work and patience!
 
It was repeateable, I could dig out a savedgame if you want to test it! I got a ctd 3 times in a row trying dispel, but had no problems when I changed the resource to a neutral mana trough WB.

And, for the railroads, as thematic as they are for the Mechs, I hope it will be solved in the patch (I mean, you restore the prereq. of refined mana to RR, is that what you meant?).

As always, thanks for your work and patience!

Yeah, they're getting the Refined Mana as their main prereq, with Iron as a prereqOr. Ends up with both being required... If I added another prereqOr, it would be Refined Mana and (Iron or Resource X). Could add Mithril there in case they don't get Iron.... :p

I'll test the dispel soon. At the moment I'm having some issues merging the new FfH patch... I appear to have broken something. :lol:
 
I'll test the dispel soon. At the moment I'm having some issues merging the new FfH patch... I appear to have broken something. :lol:

Ok! Should you need it, here it is, ignore it as you please :), you have the node and a comfortably placed "Generalist" wizard on it, is just a load-and-click!
 

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So I was playing as the Jotnar and I noticed two bugs. Scout Error shows the Elohim Scout appears as a red blob instead of an actual scout. Seakin on Giants shows a Giant being able to take the previously Troll only upgrade of Seakin. Later on Woodkin was also available on Giants.

-Moosh
 

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Seakin on Giants shows a Giant being able to take the previously Troll only upgrade of Seakin. Later on Woodkin was also available on Giants.

-Moosh


WAD. I opened those up, took away the build improvement orders fro trolls, couple of other related things. :)
 
Oh, sorry. Didn't see it in the change log, so I figured it a bug. Carry on then.

-Moosh
 
Theres a problem with the greater Textus promotion for the Archos. It blocks the ability to have Textus (the first one), so once you upgrade, the spider cant use its slow anymore.
 
The game crashes after I hit Play Now. I don't even get to Turn 1, so I can't provide a game save. This happened three times out of four - my only successful load was a dozen or so turns with the Jotnar. I'm running Vitsa with UAC turned off and I've tried deleting the folders and resinatlling to no avail.
 
So I was playing as the Jotnar and I noticed two bugs. Scout Error shows the Elohim Scout appears as a red blob instead of an actual scout. Seakin on Giants shows a Giant being able to take the previously Troll only upgrade of Seakin. Later on Woodkin was also available on Giants.

-Moosh

The first bug is known, and is actually fixed internally. ;) Will be fixed next patch, after I get the new content from FfH working.

Theres a problem with the greater Textus promotion for the Archos. It blocks the ability to have Textus (the first one), so once you upgrade, the spider cant use its slow anymore.

Thanks, fixed. :goodjob:

The game crashes after I hit Play Now. I don't even get to Turn 1, so I can't provide a game save. This happened three times out of four - my only successful load was a dozen or so turns with the Jotnar. I'm running Vitsa with UAC turned off and I've tried deleting the folders and resinatlling to no avail.

Ugh. I really don't know what's going on there. The most aggravating part of it is I don't get those crashes... Makes it INCREDIBLY hard to solve.
 
Ugh. I really don't know what's going on there. The most aggravating part of it is I don't get those crashes... Makes it INCREDIBLY hard to solve.

It seems to be a Vista-specific thing, happens for me when generating maps.
The only workaround I've found that reliably works is to load another mod, generate a map, quit out, then go back into FFP, and it will work.
 
The game crashes after I hit Play Now. I don't even get to Turn 1, so I can't provide a game save. This happened three times out of four - my only successful load was a dozen or so turns with the Jotnar. I'm running Vitsa with UAC turned off and I've tried deleting the folders and resinatlling to no avail.

I had the same problem as well. The trick that worked for me was to run BTS normally, and then reload FfH, and it worked again.
 
A bear pack with the Pegasus rider promotion is in my base killing my dudes. As cool as bear riding flying horses are this is sightly annoying.

Fixed.

Talking about railroads, is it intended that (AFAIK) every civ can build railroads once they have the engineering tech and iron?

Fixed.

Hiya, noticed strange thing happening with grigory Questing promo that fort commander gives out. Didnt find the description of how it was supposed to work but Mmmm... it doest seem to work anyway =P , XP is not being awarded , also workers are able to take it as well ,dont know if its WAD but since in promotions xml worker unit class is not mentioned...

After i added <fFreeXPCap tag to promotion in xml it started to add XP to units but not +2 per turn , only 0.66.

Fixed. Had to add a freexpcap, adds 2 per turn at normal speed.

Hm, in all my games the Elohim units are pink blobs. I haven't read anyone else complain about it though, so I'm wondering if there's something wack with my version.

Fixed.
 
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