RifE 1.20 Bug Thread

Sorry if this sounds really vague, but I've only started trying to use this mod in the last few days.

Im runnign Civ 4/Beyond The Sword 3.19 and have no trouble running other mods (History in the Making, Fall from Heaven 2) but when using Fall Further Plus, Fall Further, and Flavour mod for FfH2 I get crashes when the game is starting (loading screen) or as soon as I click to end the first turn.

I'm running Windows 7...and I know HitM mod had a major issue with Vista/Win7 systems until a recent update fixed things. I could read through hundreds of pages of posts from FfH2, FF, FFP, RifE etc to find a solution but honestly that would take me literally days lol.

Anyone have any ideas?


Had something like this too (Win7 64bit) a while ago, had to give up on FF+. Had some weird system instability too. Had do dig around in forums to find out that Win7 is really finicky regarding drivers and settings, and its not necessarily good enough to just "install the latest drivers". Rather the most stable might be an older version. In addition I had do disable all power management and most importantly disable the "command queing" feature of my harddrive controller. System is rockstable now, and RifE is working most of the time. Getting still occasional streaks of crashing at the end of turn 1 but usually able to recover from this by first starting a "Game now" and then reload the turn1 of the preveously crashing start.

Hope this helps :crazyeye:
 
I'm in turn 353 and had a F§$&% CTD every time. After searching over one hour I found the cause of the crash:

If a unit next to a Treasure Cest with a Triforce part (Shard of ...) uses a Dispel Magic spell (to remove Haunted Lands or whatever) you will get a CTD :( .

thx god I can continue now :)


I still have this problem with RifE 1.12 !!!

I then decided to try to recreate this bug with a new game and worldbuilder:

pic:


In worldbuilder you can use two Treasure Chests as you can see in the picture.
The second one is OK but if you use the first one and place any kind of equipment in it (e.g. I tried Orthus's Axe and another time the Shard of Courage) and than cast the dispel magic spell next to it (make sure you can cast it e.g. with haunted lands next to it or a mana bonus of any type on the caster plot) you will get a CTD.
This would not happen if the guardians would "drop" the second Treasure Chest.

edit:
Just tryed it with FF and FFH2.
No problem with FFH2 (because it's not using the chest promotion equipment system)
but same chrash with FF. But I don't know if you can get a Treasure Chest of kind one with equipment promotion in FF (I used world builder).
 
Units cannot move aboard a hidden nationality privateer (Cargo Space 1 with expanded hull). After declaring nationality it works.

Dwarven mines/settlements/... are not affected by Khazad worldspell and Arete. Shouldn't they?
 
Units cannot move aboard a hidden nationality privateer (Cargo Space 1 with expanded hull). After declaring nationality it works.

Thats feature, not bug. Unless the unit lso had HN.
 
Thats feature, not bug. Unless the unit lso had HN.

Then perhaps naval units carrying passengers should not be allowed to upgrade to a privateer. That's how I stumbled upon this. Unloaded my warrior and was not able to pick him up again :confused:


Next one: Non-lizard workers captured by the Mazatl may mess up the buiding of improvements. Started to build a mine on copper covered by jungle, after one turn ended up with a tile where nothing was allowed to be built anymore. (Was't swamp either)
 
Really? That's too bad. I might just skip the next patch. ;)

IMO one of the annoying things about Civ 4 and all its mods has been the way the AI civs expand like wildfire. For once you have created a mechanism (the strong animals) that is great at slowing them down. Raging barbs used to, but that was a long time ago, and the AI commonly just fills the map quickly. They don't though when Giant Lizards and other strong animals take out their Settlers as soon as they move outside their borders.

My first few games with 1.12 have been some of the best I've played using the strong animals. It would be a shame if making them spawn later causes the fast expansion again resulting in no place for any animals to spawn.

I know it is hard to have a balance and keep everyone happy, but I think I will just hold on to the current version awhile and enjoy the new and different kind of challenge the animals present vs. dealing with AI non-stop expansion. :)

:lol:

They certainly haven't been toned-down to the point of weakness. I agree with you though...strong critters make for a better game.

The sweet spot I'm looking for is expansion hampered without excessive civs being exterminated by waves of nasty animals. This will include the occasional beast that you just have to run from in the early game.

Don't worry, complaints about hunters dying in droves or the odd unkillable beastie will not alter the basic plan. ;)
 
:lol:

They certainly haven't been toned-down to the point of weakness. I agree with you though...strong critters make for a better game.

The sweet spot I'm looking for is expansion hampered without excessive civs being exterminated by waves of nasty animals. This will include the occasional beast that you just have to run from in the early game.

Don't worry, complaints about hunters dying in droves or the odd unkillable beastie will not alter the basic plan. ;)

Its interesting but for me all my games have turned into a builders paradise, since civilizations rarely attack each other, because it takes so long to expand, I've seen civilization still having 1 city by turn 200 on emperor epic.
 
Its interesting but for me all my games have turned into a builders paradise, since civilizations rarely attack each other, because it takes so long to expand, I've seen civilization still having 1 city by turn 200 on emperor epic.


The conflict phase hits around turn 100 at diety normal.

I don't really balance for other speeds/difficulty levels. :)
 
The conflict phase hits around turn 100 at diety normal.

I don't really balance for other speeds/difficulty levels. :)

Ahhh i play huge maps, so when i try Deity, early game im fine, but it gets to a point where the AI is moving around with multiple 100 units stacks of doom :lol:, the only way i can win is by using The infernals or Basium's civilization to my advantage.
 
Interesting bug. Im playing Doviello, and I've got a fully empowered Bear Pack (Str 17). I captured a new bear, and I tried to empower the first bear pack some more. Didn't work, so I left that for a bit. Some time later, after the bear changed into my 2nd bear pack, I tried merge packs (or something similar). No joining happened, but the two packs did get empower promotions and str upgrades! So once you get 2 bear packs, you can basically get 2 fully empowered 17 str ones immediatly.

A bit later I got another bear, and I tried to add him to the pack again for some reason. I spammed the button this time, and realised.. This bear is getting empower promotions now, and got to 14 str due to simply spamming that button.

Edit: And now I merged two fully upgraded bears.. 28 str bear packs, yikes.
 
:lol:

They certainly haven't been toned-down to the point of weakness. I agree with you though...strong critters make for a better game.

The sweet spot I'm looking for is expansion hampered without excessive civs being exterminated by waves of nasty animals. This will include the occasional beast that you just have to run from in the early game.

Don't worry, complaints about hunters dying in droves or the odd unkillable beastie will not alter the basic plan. ;)

Thank you for your reply, VK, and especially my thanks for your work on the animals and IMO making this the most interesting and fun of any of the modmods.

Good luck on hitting that moving sweet spot - I hope you find it. But, as I said, I am rather pleased right now with the way you have developed the modmod with Valkrion.

Just like Grimz said I am seeing civs with only one or just a few civs and that is such a pleasure from looking at a Large/Huge map totally settled before the game is half over. I like having the Wildlands buffer between civs loaded with animals. Lord knows I lost my share of Settlers and their escorts, but I've learned if you take it easy, capture a few Giant Lizards, and stock your carnivals with animals you can expand.

But, we really do need a Grand Menagerie 2.0. :D
 
Any word on the Elohim missing their world spell Sanctuary?

Also i found out, the Elohim cannot make a Mage Guild. I researched Knowledge of the Ether and 30 turns later still cannot make a mage guild in any 3 cities.
 
Apprentices appear to be unable to get Chaneling two from Tyra-their marked as Fordiden to aquire: Channeling 2, and mine certainly don't have it.
 
Apprentices appear to be unable to get Chaneling two from Tyra-their marked as Fordiden to aquire: Channeling 2, and mine certainly don't have it.

They're meant to be. The Channeling 2 it's reffering to is a promo that degrades to the standard one... Can be taken by any unit the Apprentice UPGRADES to. As it can upgrade down various paths, it's useful. ;)
 
So, mages/wizards and Archmage get Tyra Chaneling Two, not Aprentices?If so, ok.
 
Oooooh, You meant from her trait? Yikes, that's a conflict between the stuff I merged from RLD and what was already in.

The way it SHOULD work:

Apprentices can take Channeling 2 after they upgrade, so long as they are at least level 3. So Bladedancers, etc.

If Tya is the leader, they should START with channeling 2.
 
I captured A Elk that was a Crative Mana Guardian but this Elk still have the Held Promotion after captured via Subdue Animals.
 
I captured A Elk that was a Crative Mana Guardian but this Elk still have the Held Promotion after captured via Subdue Animals.

This is how it's been for all Mana Guardians since I first saw them introduced (the beastly ones your rangers may catch, as well as the "living" non-demon ones that your Command Promo types like Sphener or someone with Domination might catch... like a Dragonslayer on a node). It would be nice to be able to remove that held promo somehow.
 
I just started playing this mod, after moving on from ffh2, and I have to say that I really love a lot of the changes. Just a couple bugs to report.

1. I have the same issue with the Red Lady as is described on the first page about Brigit. Occasionally she will win, but still be teleported back to the capital, and looks like she is trying to run all the way back to the combat area. This normally happens when there is actually a decent chance that I could lose. It happened to me twice attacking a Jotnar city with ~70% odds of victory. It never happened to me when my odds were 90%+

2. I don't know if this is a bug or a (seemingly) poor design decision, but all animal pack bears spawned in my game have water walking. They are even building dens out on the open ocean. It's causing a lot of game slowdown as well, since my civs efforts are focused on the continent I am on instead of the ocean, the ocean bear lairs aren't being destroyed and just keep spawning away. Is there any way I could fix this myself without waiting for a patch?
 
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