RifE 1.20 Bug Thread

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.

The power graph gets wierd when the fort commander turns into mobile fortress (str 10) and then fortifies (str 5).
 
Ophelia seems to be everyone's worst enemy always in my games. Everyone's furious towards her even with +4 years of peace have.. yadayada. Intended?

Edit: Just found out that if you capture a D'tesh city with a tolerant esque trait (Prime Minister Esirce was who I was playing), and then build Catacombus Librarus there you can get both a Mage Guild in the D'tesh city while you can still build/have a Binding Stones there.
 
Just being going through th civpedia looking for bad entries (ff+22), here are the ones i have got so far (up to improvements):

Religion Advisor Screen

Ordo Machinarum has no image

Civpedia

Tech

Mind stapling - color tag is broken


Terain Features

Door - 5 entries


Resources

Ale - History - Bad [tab] tag
Cotton - History - Bad TXT_KEY...
Mana - Requires - Never. Is this correct?
Obsidion - History - Bad TXT_KEY...


Units - General

2xCaptain entries


Units - History - Bad TXT_KEY...

Captain
Grenadier
IronClad
Jotnar Settler
Lord D'Tesh
Minotaur
Mobile Fortress
MusketMan
Sabertooth
Tactician
Trackless
Warchielf
Zarraz the Longsighted


Building - General

2xBarracks
Cave of ancestory history vs abilities text claim does different things.


Building - History - Bad TXT_KEY

Great Hall
Monument ot Tyranny
Sacrificial Alter
School of Govannon

Terrain Improvements - Bad TXT_KEY...

Bair of lecuna
foxford
portal
rimwell isle
tower of eyes

Unit - History - Empty Description

Auric Accended
Boris
Camel Archer
Centaur Archer
Centaur Guard
Centaur Lancer
Captain
Dragon Tortoise
Gaelon
Gibbon Goetia
Gorilla
Griffon
Gurid
Herald
High Priest of Winter
Hippogriff
Ice Elemental
Ira
Jotun
Lightning Elemental
Margalard
Mistform
Mortar
Mud Golum
Privateer
Sea Serpent
Sect of Flies
Spellsword
Supplies
Teatarix
Tower Mage
Valkyrie
Wyrm

Building - History - Empty Description

Apothecary
Arena
Barracks
Basica
Bear Den
Bear Totem
Bowyer
Caminas Aureus
Catacomb Libralus
Cathedreal of Tali
Celestial compass
city of 1000 slums
crown of akharien
Desert shrine
Dies Diei
Dwarfen smithy
Farmers market
Form of the titan
Foxen Souls
Governors Manor
Griffos Wier
Grove
Guild of the Nine
Hall of Autum
Hall of Mirrors
Hall of Spring
Hall of Summer
Hall of Tomes
Hall of Winter
Hall of Years
Halls of d'tesh
herbalist
Heron throne
hippodrone
jeweler
jousting tilt
library
lion den
machinists shop
mampth den
meditation hall
mines of gal-dur
money changer
museum
nox noctis
order fo the wyvern
pagan temple
palisade
pillars of creation
repository
replendent minaret
Ride of the nine kings
sculptors studio
seige workshop
smugglers port
song of autum
stable
stag copse
steamworks
summer palace
tablet of bambur
Tailor
Tax Office
Temple of Kilmorph
Temple of Empyrean
Temple of Hand
Temple of Order
Temple of Veil
Temple of D'tesh
The Necromicom
The Nexus
Theatre of Dreams
Tower of Divination
Warrens
Winter Palace
Wyvern Monostery
 
Scenario functions don't work. I can't figure out why at all. This is probably FF but I can't check.

Edit: It appears to not affect the scenario functions from CvSpellInterface
 
I've finally been able to play into a FF+ game without a CTD. I am playing as The Baron/Doviello and had a couple of bugs/questions:

Most of the game, I have had three Dragons hanging around my borders. No problems though as I am at peace with the animals. However, then I build the Pact of Nilhorn and got the HN Stooges.

1. The Dragons proceed to enter my territory and kill 2 of the hill giants inside my cities. So, which is it? Can animals enter your territory (even if you are at peace with them) or not? If they can, why didn't they during the beginning of the game and only after I had the HN units? No other animals entered, just the Dragons.

2. I guess this gets back to the same-old AI cheating issue. How did those Dragons even know where my HN units were and how could they hone right in on them...UNLESS they were able to see where they were? I mean they headed right for the cities with them inside. Cheating AI?

Thank you. I really am enjoying this game now that I have gotten past the CTDs. :)
 
hello,

I have strange bug with items. I am playing Jotnar civ and when I conquer city where some defender has orthus axe, the axe is destroyed. But when I kill unit with axe outside the city, I can take it.
And another one when I want to start tectonics map - the game crash. Other maps work fine.

Imrahil66

PS: thx for great job. Playing huge map and no MAFs and CTD. :) I am playing on Win 7 RC 64 bit with 6GB ram and it works fine.
 
Just being going through the civpedia looking for bad entries (ff+22), here are the ones i have got so far (up to improvements):


  1. Religion Adviser Screen
    1. Ordo Machinarum has no image
  2. Civpedia
    1. Tech
      1. Mind stapling - color tag is broken
    2. TerrainFeatures
      1. Door - 5 entries
    3. Resources
      1. Ale - History - Bad :):):):):) tag
      2. Cotton - History - Bad TXT_KEY...
      3. Mana - Requires - Never. Is this correct?
      4. Obsidian- History - Bad TXT_KEY...
    4. Units - General
      1. 2xCaptain entries
    5. Units - History - Bad TXT_KEY...
      1. Captain
      2. Grenadier
      3. IronClad
      4. Jotnar Settler
      5. Lord D'Tesh
      6. Minotaur
      7. Mobile Fortress
      8. MusketMan
      9. Sabertooth
      10. Tactician
      11. Trackless
      12. Warchief
      13. Zarraz the Longsighted
    6. Unit - History - Empty Description
      1. Auric Ascended
      2. Boris
      3. Camel Archer
      4. Centaur Archer
      5. Centaur Guard
      6. Centaur Lancer
      7. Captain
      8. Dragon Tortoise
      9. Gaelon
      10. Gibbon Goetia
      11. Gorilla
      12. Griffin
      13. Gurid
      14. Herald
      15. High Priest of Winter
      16. Hippogriff
      17. Ice Elemental
      18. Ira
      19. Jotun
      20. Lightning Elemental
      21. Margalard
      22. Mistform
      23. Mortar
      24. Mud Golem
      25. Privateer
      26. Sea Serpent
      27. Sect of Flies
      28. Spellsword
      29. Supplies
      30. Teutorix
      31. Tower Mage
      32. Valkyrie
      33. Wyrm
    7. Building - General
      1. 2xBarracks
      2. Cave of Ancestry history vs abilities text claim does different things.
    8. Building - History - Bad TXT_KEY
      1. Great Hall
      2. Monument to Tyranny
      3. Sacrificial Alter
      4. School of Govannon
    9. Building - History - Empty Description
      1. Apothecary
      2. Arena
      3. Barracks
      4. Basilica
      5. Bear Den
      6. Bear Totem
      7. Bowyer
      8. Caminas Aureus
      9. Catacomb Libralus
      10. Cathedral of Tali
      11. Celestial compass
      12. city of 1000 slums
      13. crown of akharien
      14. Desert shrine
      15. Dies Diei
      16. Dwarfen smithy
      17. Farmers market
      18. Form of the titan
      19. Frozen Souls
      20. Governors Manor
      21. Griffin Weyr
      22. Grove
      23. Guild of the Nine
      24. Hall of Autumn
      25. Hall of Mirrors
      26. Hall of Spring
      27. Hall of Summer
      28. Hall of Tomes
      29. Hall of Winter
      30. Hall of Years
      31. Halls of d'tesh
      32. herbalist
      33. Heron throne
      34. hippodrome
      35. jeweler
      36. jousting tilt
      37. library
      38. lion den
      39. machinists shop
      40. mammoth den
      41. meditation hall
      42. mines of gal-dur
      43. money changer
      44. museum
      45. nox noctis
      46. order of the wyvern
      47. pagan temple
      48. palisade
      49. pillars of creation
      50. repository
      51. resplendent minaret
      52. Ride of the nine kings
      53. sculptors studio
      54. siegeworkshop
      55. smugglers port
      56. song of autumn
      57. stable
      58. stag copse
      59. steamworks
      60. summer palace
      61. tablet of bambur
      62. Tailor
      63. Tax Office
      64. Temple of Kilmorph
      65. Temple of Empyrean
      66. Temple of Hand
      67. Temple of Order
      68. Temple of Veil
      69. Temple of D'tesh
      70. The Necronomicon
      71. The Nexus
      72. Theater of Dreams
      73. Tower of Divination
      74. Warrens
      75. Winter Palace
      76. Wyvern Monastery
    10. Terrain Improvements - Bad TXT_KEY...
      1. Bair of Lacuna
      2. Foxford
      3. portal
      4. Rinwell isle
      5. Tower of Eyes
Thanks for this! Mana IS supposed to require NEVER (Hidden tech, used to block alot of things).

Took the liberty of formatting it... Will put this in the Art and Lore thread, so people can work on filling it in. ;)

Scenario functions don't work. I can't figure out why at all. This is probably FF but I can't check.

Edit: It appears to not affect the scenario functions from CvSpellInterface

I'm not sure why they don't work, but I remember Xienwolf saying something about it a while back.

I've finally been able to play into a FF+ game without a CTD. I am playing as The Baron/Doviello and had a couple of bugs/questions:

Most of the game, I have had three Dragons hanging around my borders. No problems though as I am at peace with the animals. However, then I build the Pact of Nilhorn and got the HN Stooges.

1. The Dragons proceed to enter my territory and kill 2 of the hill giants inside my cities. So, which is it? Can animals enter your territory (even if you are at peace with them) or not? If they can, why didn't they during the beginning of the game and only after I had the HN units? No other animals entered, just the Dragons.

2. I guess this gets back to the same-old AI cheating issue. How did those Dragons even know where my HN units were and how could they hone right in on them...UNLESS they were able to see where they were? I mean they headed right for the cities with them inside. Cheating AI?

Thank you. I really am enjoying this game now that I have gotten past the CTDs. :)

Glad you enjoy it. ;)

  1. Actually, in the current version, and in FF, animals cannot move into borders unless they are A) Already inside borders or B)At peace with the owner of those borders. Basically, this means if you are at peace with them they can and will spawn in your territory, and use it as a route into your neighbor's territory. The only other way for them to get in is if borders expand over them.
    • Next patch, certain animals will be able to enter borders at will. This can be disabled by turning off the 'Animal Invasion' game option... Enabled by default, as animals are being designed around the ability.
  2. This I don't know. I try not to touch the AI really, so that portion is exactly as is in FF.

hello,

I have strange bug with items. I am playing Jotnar civ and when I conquer city where some defender has orthus axe, the axe is destroyed. But when I kill unit with axe outside the city, I can take it.
And another one when I want to start tectonics map - the game crash. Other maps work fine.

Imrahil66

PS: thx for great job. Playing huge map and no MAFs and CTD. :) I am playing on Win 7 RC 64 bit with 6GB ram and it works fine.

This I don't really know about... Haven't touched treasure chests since Xienwolf coded them. I do know they had reports of the same thing in FF... Will try to see what I can do. ;)

And you have no idea how glad I am to hear that you have no issues playing it. :goodjob:
 
Scenario functions don't work. I can't figure out why at all. This is probably FF but I can't check.

Edit: It appears to not affect the scenario functions from CvSpellInterface

I got it now. Xienwolf hardcoded the scenario options off somehow. Moving them fixes it but it may be a number thing and brake some other options.
 
I was playing a game with a friend and every time my Priests of the Leaves summoned tigers it caused an OOS... It also seemed to occasionally OOS when a Bloom spell finished... Not sure if those are known to be unstable, or if it's all spells in general or maybe because he was playing Mechanos civ. But we couldn't continue playing with all the OOSing...
 
Sarsin,

I think you are seeing an always exsisting AI cheat. There is no Fog of war for the AI. Never has been as far as I know in FfH or FF.
 
I'm not sure if it's really a bug, but I'm gonna post it here anyway: Is it intended, that floodplains stay if you use the spring spell?
 
Just a note as i missed mentioning last time, but thank you all for producing a superb mod; It has bbena most enjoyable experience to play...

Civlipedia bits, part 2.

1. Civics
1. No Membership - Bad KEY_...
2. Traditions - has NONE as text
2. Religions
1. Ordus Mechinarum - Bad KEY_...
3. Traits
1. All empty or "I'm a coder not a writer....."
4. Civs
1. The Legion of D'Tesh - Bad KEY_...
5. Leaders - General
1. Ophelia Rosenthal - 2 entries with different traits
6. Leaders - Bad KEY_...
1. Captain Blackheart
2. Captain Ostanes
3. Captain Uldanor
4. Casin Loveless
5. Cheron
6. Eldarwen Alcain
7. Elijah Arrauld
8. Gimil
9. Haffan the Purger
10. Hephaestus
11. Herne
12. Letigo
13. Lorelei Coral
14. Mahan the Butcher
15. Malchavic
16. Melisandre
17. Mihuatl
18. Mirrough
19. Nojah the Illusionist
20. Reox Veihunter
21. Rivanna the Wraith Lord
22. Shekinall
23. Tethira
24. Thanatos
25. Thessalonica
26. Tya Kiri
27. Utiruso
28. Volanna
29. Yakut
7. Leaders - No Text
1. Decius
2. Minister Koun
3. Tethira
4. Verocchio
8. Spells and Abilities
1. Lots of entries with a selection of blank, <spellname>, or "No Entry Yet"
9. Spells and Abilities - Bad KEY_...
1. Become Corporeal
2. Call of the Grove
3. Drought
4. Feed Creeper
5. Rebuild Barnaxus
6. Summon Mistform
 
If you claim Rinwell Island, every turn the Fort Commander vanishes.
 
Other than the red blobs for Elohim, I'm also having the following issues with them:
-Elohim towns are invisible (Cottages, villages, and hamlets are fine - just towns are buggy)
-Mage Guild doesn't show up in the new list of buildings.
-Adept can build roads and some other improvements, but not mana nodes (ouch).
^ not sure if either of those last two are wider issues.
 
Other than the red blobs for Elohim, I'm also having the following issues with them:
-Elohim towns are invisible (Cottages, villages, and hamlets are fine - just towns are buggy)
-Mage Guild doesn't show up in the new list of buildings.
-Adept can build roads and some other improvements, but not mana nodes (ouch).
^ not sure if either of those last two are wider issues.

Elohim towns? I'll have to check that one.

Still not sure why certain buildings don't show in the popup... Will try to remember to ask Grey Fox (original author of the popups) tomorrow. :lol:

And this one is a first... Adepts could build roads, but not mana? :confused: Not sure what's causing that one... I can't reproduce it.
 
Elohim towns? I'll have to check that one.

Still not sure why certain buildings don't show in the popup... Will try to remember to ask Grey Fox (original author of the popups) tomorrow. :lol:

And this one is a first... Adepts could build roads, but not mana? :confused: Not sure what's causing that one... I can't reproduce it.

Here's a save. The bug may not be Elohim-specific, it might be something to do with what's going on in the game, because it's a bit of an odd one (but aren't they all :D ) - its was a tundra start, I've got six stages of the Altar, and the Frozen have made me very very cold. It was very fun up to this point.
 

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