RifE 1.20 Bug Thread

Oh, dropping by to say I like Lord D'Tesh picture. IIRC, he didn't have this one before and it was a major hindrance for me to play him because it was the same than another leader (Infernal, Duke Sallos?).
 
bug:




and what's with the treasure cest bug - could u reproduce it or is it only on my pc?

Woops, forgot to do something there... D'teshi cities have the terrain under them become Wastelands whenever they settle a city or conquer/capture/in some way acquire a city. Forgot to define pPlot in city acquired, assumed it would be already. :blush:

As for the treasure chest bug... Not sure yet. Haven't got around to testing that one yet, I'm working on a way to limit animal spawns by tech. ;)

Edit: Hmm. Actually, it IS defined already... not sure what the issue is now.

Code:
pPlot = pCity.plot()

if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_DTESH'):
    pPlot.setTerrainType(gc.getInfoTypeForString('TERRAIN_WASTELAND'), True, True)
Oh, dropping by to say I like Lord D'Tesh picture. IIRC, he didn't have this one before and it was a major hindrance for me to play him because it was the same than another leader (Infernal, Duke Sallos?).

Yeah, I went hunting for images when I was making Thanatos. Originally that pic was used for Thanatos, but I found something better and switched it to D'tesh... I think it fits perfectly anyway. ;)
 
Edit: Hmm. Actually, it IS defined already... not sure what the issue is now.

Code:
pPlot = pCity.plot()

if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_DTESH'):
    pPlot.setTerrainType(gc.getInfoTypeForString('TERRAIN_WASTELAND'), True, True)

You must have fixed it and forgot about it. There is no pPlot in my install of Fall Further Plus.
 
Can not progress any further on the attached game. keep CTD'ing on turn end. Not sure how to find the problem as not sure where the error messages you guys report are shown. Any help to resolve would be much appreciated.
 

Attachments

The Necropolis has always given +10:health:, I think mostly to avoid the unhealthy graphic for the city.

The production is supposed to be given by another building automatically given by python, I think.
 
The Necropolis has always given +10:health:, I think mostly to avoid the unhealthy graphic for the city.

The production is supposed to be given by another building automatically given by python, I think.

Then it's not working. I have a base production of 42 (40 from plots + 2 from engineer) and + 50% for Buildings = 63.

But maybe it works only for Scions! This is still my Elohim Tolerant game with a captured scions city. I build the Necropolis myself but I didn't get the extra building or production. This should be fixed so it also works with the tolerant and conq. trait.
 
a few "bugs" i noticed

1. (already posted in the strategy thread, just a reminder) Rally Worldspell for Bannor is not working. I was in crusade mode but the button was still greyed out.
Amurite Worldspell was used many turns before and no longer active, so it wasnt the cause.

2. Curious why the Khazad got wiped out pretty early in a new game of mine i fired up an old autosave from 1 turn earlier and entered worldbuilder to see what happened to them. There was a single lizardmen next to their city defend by 4 warriors. Somehow i cant believe this lizardmen killed 4 warriors in 1 turn so there must be some bug and i remember from Orbis that someone mentioned something similar happening to him.

3. Maybe not a bug, but i cant remove haunted lands with sanctify (the Life I spell).
If this is intented and not a bug - what else removes haunted lands or is it permament ?

4. From playing the doviello i remember my units could no longer get that wolf kindred promotion from my palace midgame. I think it might be because i built other animal den national wonders in this city too, then again those work just fine, i.e. new units get all the mammoth, griffon, bear, etc. promotions ... just no more wolf promotion. (this was before the latest version though, ignore if fixed in 22 )

5. (graphical issue) Amurite Berserkers look like standard berserkers (two axes wielding norsemen) and i m 99% sure they had a more amuritish graphic in base FFH/Orbis, but i ll have to check for that 1% chance my memory is playin tricks on me ;)

6. Not bugs but artchange suggestions for adepts/mages/archmages: maybe its just me but i d rather have an adept looking exactly like an archmage (in singleplayer it doesnt matter anyhow as you can see by the promotions what is what and in multiplayer your enemy can check on them as well ) than having archmages that look totally out of place for the civ you are playing.

-Balseraph adept looks cool and like a balseraph. (Arch)mages however are standard placeholders.
-Doviello adept(shaman) looks cool and like a doviello. (Arch)mages however are standard placeholders.
-Lanun, Sidar .... see above :p

Guess its a matter of preference, i suggested the same in orbis but they think being able to differenciate adepts from archmages in one look is more important than having civ-appropiate art. Just trying my luck here as i dont share that opinion ;)
 
a few "bugs" i noticed

1. (already posted in the strategy thread, just a reminder) Rally Worldspell for Bannor is not working. I was in crusade mode but the button was still greyed out.
Amurite Worldspell was used many turns before and no longer active, so it wasnt the cause.

2. Curious why the Khazad got wiped out pretty early in a new game of mine i fired up an old autosave from 1 turn earlier and entered worldbuilder to see what happened to them. There was a single lizardmen next to their city defend by 4 warriors. Somehow i cant believe this lizardmen killed 4 warriors in 1 turn so there must be some bug and i remember from Orbis that someone mentioned something similar happening to him.

3. Maybe not a bug, but i cant remove haunted lands with sanctify (the Life I spell).
If this is intented and not a bug - what else removes haunted lands or is it permament ?

4. From playing the doviello i remember my units could no longer get that wolf kindred promotion from my palace midgame. I think it might be because i built other animal den national wonders in this city too, then again those work just fine, i.e. new units get all the mammoth, griffon, bear, etc. promotions ... just no more wolf promotion. (this was before the latest version though, ignore if fixed in 22 )

5. (graphical issue) Amurite Berserkers look like standard berserkers (two axes wielding norsemen) and i m 99% sure they had a more amuritish graphic in base FFH/Orbis, but i ll have to check for that 1% chance my memory is playin tricks on me ;)

6. Not bugs but artchange suggestions for adepts/mages/archmages: maybe its just me but i d rather have an adept looking exactly like an archmage (in singleplayer it doesnt matter anyhow as you can see by the promotions what is what and in multiplayer your enemy can check on them as well ) than having archmages that look totally out of place for the civ you are playing.

-Balseraph adept looks cool and like a balseraph. (Arch)mages however are standard placeholders.
-Doviello adept(shaman) looks cool and like a doviello. (Arch)mages however are standard placeholders.
-Lanun, Sidar .... see above :p

Guess its a matter of preference, i suggested the same in orbis but they think being able to differenciate adepts from archmages in one look is more important than having civ-appropiate art. Just trying my luck here as i dont share that opinion ;)


  1. Thanks for reminding me about this... Simple fix. The prereq was checking for Crusade in Cultural Civics, rather than Membership.
  2. Could you provide a save? Can give myself some invisible unit close by, so I can watch the outcome.
  3. Haunted Lands is removed by Dispel Magic, so long as you are not the Scions. Does so for all the plots immediately around the unit.
  4. Hmm... I thought you were only allowed one of those in each city? I guess I forgot to implement that. As for why you lost the Wolf Kindred, I'm not really sure. Will test it.
  5. I'll check Orbis. I do know the art define doesn't exist in FF, just checked... Maybe it was a reuse of a different unit's art define, or maybe it was from AoI?
  6. Here, I'm going to agree with Ahwaric. Were those finalized units I'd agree with you, but the art team is still working on units so they'll be replaced eventually. That being so, I'd rather have differentiable units. ;)
 
Different looking units would of course be the best solution but i d guess they are very low on the priority list of the art team which is already busy as is.

Until then I m not really getting the differenciation argument to be honest. First off FFH2 is turn-based so its not like easy identification from one quick look is important like it d be in a RTS. Secondly if you are ordering the unit you ll immediatly see what kind of mage it is. Thirdly until we get unique units from the art team the excuse that an archmage might not actually want to look any different from an early adept is perfectly logical. But its your -otherwise awesome-mods, so i cant really complain.

....

But if differenciation is truly that important.... why not switch it the other way around ? i.e. the adepts will take like unfitting placeholder art and the (arch)mages get the unique graphics ?

as it stands the good, unique, cool looking art is wasted on units that you ll rarely see in the endgame meanwhile the (arch)mages which you ll look at for the rest of the game use unfitting placeholder graphics.

You have your differentiation and as soon as sorcery is researched I will no longer have to nerdrage over unfitting unitart - both sides win :goodjob:
 
is it only me or does anybody else have this crazy power scoring for the mechanos?





EDIT:

also:
should fort commanders die if the fort get destroyed? - i build a fort and after that i decided to build a farm on that plot but the fort commander didn't died...

and another thing:
if you cast/build a fort with a commander next to an enemy city you will get your own culture on this plot. i think that's way to powerfull because my SOD didn't cost me a fortune like it would if it where in enemy territory. the higher unit costs outside you borders should simulate some kind of supply stuff going on and why should such a fort in enemy territory make the supply of you units any easier? in addition to that i had the esus shrine and therefore i was hidden and that was really overpowerd.
in my opinion commanders should be able to build forts in enemy territory but if they do so plz without culture on this plot.
 
is it only me or does anybody else have this crazy power scoring for the mechanos?



EDIT:

also:
should fort commanders die if the fort get destroyed? - i build a fort and after that i decided to build a farm on that plot but the fort commander didn't died...

and another thing:
if you cast/build a fort with a commander next to an enemy city you will get your own culture on this plot. i think that's way to powerfull because my SOD didn't cost me a fortune like it would if it where in enemy territory. the higher unit costs outside you borders should simulate some kind of supply stuff going on and why should such a fort in enemy territory make the supply of you units any easier? in addition to that i had the esus shrine and therefore i was hidden and that was really overpowerd.
in my opinion commanders should be able to build forts in enemy territory but if they do so plz without culture on this plot.

Not sure why the power graph is like that... Might have something to do with their affinity mechanic.

Fort Commanders off the fort should be destroyed, yes. The way the code is written, they should be destroyed if there is no cultural control for that plot... Which SHOULD be wiped as soon as the fort is removed. I'll look at it.

As for forts maintaining their borders... Intended. Any improvement with the 'bOutsideBorders' tag can do that. Prevents it from being completely useless if foreign culture surrounds it.
 
Is the Nature II spell Poison Blade meant to buff more than just Recon now? I was playing an Amurite game and was surprised to find my melee troops etc. getting a poison weapon promo from a Nature mage. Maybe it's WAD though *shrugs*
 
Something I just realised - Orthus and Acheron haven't spawned in any of my last (give or take) 6 games. 4 horsemen spawned fine, as did Margalard and.. The other ape, same with the leviathan. Just not the 2 early game horrors.
 
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