RifE 1.20 Bug Thread

I use Firefox with Win 7 and still get mid-game crashes so it isn't related to IE or Vista for me.

Just speculating here, but if CIV messes with certain OS routines which browsers (not just IE) also mess with, then that could cause crashes.

So, valid information would be do you run Firefox at the same time as CIV? You didn't say. :)
 
One thing I've noticed is that if you run IE (Microsoft Internet Explorer) at the same time as Civ, my CTDs go up dramatically.

That sound more like a hardware/driver problem.
What OS are you using? Are other games stable/can you provoke crashes by putting your system under I/O load while CIVing?
 
Try what I mentioned a few posts above yours.

If you are using RANDOM to select AI opponents, go down the list of game variable to the bottom and select "Restrict Random Civilizations." I choose Jotnar and Scions. This means neither of them will be in the game as your opponent. A bit annoying, but there are plenty of other civs to go up against.

Also, if you are playing for the first time, I always select PLAY NOW and run that through to start a game. Then, I go back and design my custom game.

Does anyone know how to SAVE the variables you want for your Custom game? It's a pain entering them with each game. Thanks.

Oh. That's the problem! I was trying to play as the Scions. Well, crap. Is this & the Jotnar errors gonna be fixed soon?
 
Oh. That's the problem! I was trying to play as the Scions. Well, crap. Is this & the Jotnar errors gonna be fixed soon?


I think I've found the issue with the Jotnar. Tried 3 games this AM with AI Jots and no 1st turn CTD.

You should be able to play as Jots with no crashes. I've gone 300+ turns with no problem.

Scions...I have no idea. Last time I played them they were fairly stable, and AI Scions haven't caused any problems for me.
 
I think I've found the issue with the Jotnar. Tried 3 games this AM with AI Jots and no 1st turn CTD.

You should be able to play as Jots with no crashes. I've gone 300+ turns with no problem.

Scions...I have no idea. Last time I played them they were fairly stable, and AI Scions haven't caused any problems for me.


I have had no problems with Scions either. I get some late game CTD's sometimes, but I have no way of figuring out if that is attributed to a specific race or event.

Glad you found the Jotnar bug.
 
Does anyone know how to SAVE the variables you want for your Custom game? It's a pain entering them with each game. Thanks.

Knowing myself there are probably better ways to do this, and this will turn out to be needlessly complicated, but still...

You could set the options you want to default to active, in the Civ4GameOptions.xml. I've attached a module containing just that file, if you don't feel like editing the 'real' one. Just change the ones you want to <bDefault>1</bDefault>.
 
I don't know that this is a bug, but it is certainly imbalanced.... I started up a game and got Tya Kiri who has the reckless trait. Looked kinda risky, but I figured I would give it a try.

So I finally get to the point where I am making Apprentices, and 2nd turn, it goes barbarian. Ok, I think....this is bad luck. I make another -- 1st turn, it turns barbarian. Hmmm..... So I make another. This guy lasts a whopping 7 turns before turning on me. Now, I realize this could just be bad luck....3 losses out of 10 possible turns is a 30% loss rate....much higher than the 8% listed on the Unready trait that comes with Reckless leader trait. Even if the units lasted longer, any chance to have a unit turn on you for a bread and butter unit like the Apprentice is pretty crippling.

Has anyone else had bad experiences with the Reckless / Unready trait? I am not going to play this game any longer, I would need a massive advantage to have bread and butter units deserting me.
 
I had exactly the same when I was capturing a Clan city with Decius, though this was last patch. When the Warrens still gave unready. None of my units seemed to last longer than 10 turns.
 
Bug reports:
-- Sabretooth should be animal type (it's currently a beast type), or Sabretooth Pride should be beast type (it's currently an animal type), one or the other
-- Cottage should be able to be built on marsh (at minimum for the lizard civs)

And reminder of these:
-- Lizardman Shaper not getting free Hardy 1
-- Clear Swamp is not working
 
Knowing myself there are probably better ways to do this, and this will turn out to be needlessly complicated, but still...

You could set the options you want to default to active, in the Civ4GameOptions.xml. I've attached a module containing just that file, if you don't feel like editing the 'real' one. Just change the ones you want to <bDefault>1</bDefault>.

Thank you for this! It is what I was looking for. I have to save your post for future versions.

On the use of certain OS or browsers: yes, I do run the latest version of Firefox in the background (Win 7) while playing RifE. I'm usually downloading something or other.

The main point I have mentioned before is that I used the same setup with FFH2, Orbis, and FF and do not get any CTDs - start of the game, mid-game, or end game. Yet, I stay with RifE because I'd rather play that as long as I can than finish any of the others. :)
 
Is there any way to remove Haunted Lands from your territory? I tried Scorch, Spring, Sanctify, etc. and nothing.

They can be very harsh IMO. I had the following happen in my current game:

1. HN Giant Spider landed on one and need 30 turns to heal from the Haunted Lands taking their toll.

2. A War Elephant with many promotions went rogue and turned on my guys. Again, first turn after landing on a HL tile.

3. A captured Giant Lizard was held for many turns and damaged with some sort of promotion I never saw before. I forget the name.

I always try to avoid landing on these tiles, but sometimes they are unavoidable and crap happens. There must be some way to get rid of them, though...

Also, my Stonewarden is able to cast Earth's Boosom (hahaha), but nothing seems to happen except I hear a noise when he finishes. What is happening with this spell?
 
I'm fairly certain that Dispel Magic removes Haunted Lands.
 
Also, my Stonewarden is able to cast Earth's Boosom (hahaha), but nothing seems to happen except I hear a noise when he finishes. What is happening with this spell?

Changes the tile to a hill.

If you are standing on a hill it does nothing.

I need a pythonreq on that...but pythonreqs are not my strongest suit.
 
Haunted Lands is a tile feature (like forest and flood plain), so it doesn't make sense that things that change tile type (scorch, etc.) or things that change improvement (sanctify, build action) will work. Try blooming a forest on it using a priest.
 
I just started a game as the Maer (Mechanos) and did not receive a settler.

Nothing changed in the options since the game I started yesterday morning.
 
I don't know that this is a bug, but it is certainly imbalanced.... I started up a game and got Tya Kiri who has the reckless trait. Looked kinda risky, but I figured I would give it a try.

So I finally get to the point where I am making Apprentices, and 2nd turn, it goes barbarian. Ok, I think....this is bad luck. I make another -- 1st turn, it turns barbarian. Hmmm..... So I make another. This guy lasts a whopping 7 turns before turning on me. Now, I realize this could just be bad luck....3 losses out of 10 possible turns is a 30% loss rate....much higher than the 8% listed on the Unready trait that comes with Reckless leader trait. Even if the units lasted longer, any chance to have a unit turn on you for a bread and butter unit like the Apprentice is pretty crippling.

Has anyone else had bad experiences with the Reckless / Unready trait? I am not going to play this game any longer, I would need a massive advantage to have bread and butter units deserting me.

Free xp till 15 is a big advantage. So is a free twincast type promotion once they are wizards.

I haven't played that leader yet, as I believe something is broken about her atm, but once it's fixed, I won't be building any apprentices until I already have the tech to make them wizards. Doing otherwise is asking for trouble.
 
I don't know that this is a bug, but it is certainly imbalanced.... I started up a game and got Tya Kiri who has the reckless trait. Looked kinda risky, but I figured I would give it a try.

So I finally get to the point where I am making Apprentices, and 2nd turn, it goes barbarian. Ok, I think....this is bad luck. I make another -- 1st turn, it turns barbarian. Hmmm..... So I make another. This guy lasts a whopping 7 turns before turning on me. Now, I realize this could just be bad luck....3 losses out of 10 possible turns is a 30% loss rate....much higher than the 8% listed on the Unready trait that comes with Reckless leader trait. Even if the units lasted longer, any chance to have a unit turn on you for a bread and butter unit like the Apprentice is pretty crippling.

Has anyone else had bad experiences with the Reckless / Unready trait? I am not going to play this game any longer, I would need a massive advantage to have bread and butter units deserting me.

Honestly, that's just the RNG screwing you. :lol:

Anytime people attach a chance to go barb to a promotion, you hear reports of how for one person or another it seems much higher... Which is because the RNG does NOT produce random numbers, they're actually based off of the last number it generates. So it has a bad tendency to keep screwing you once it starts.

Is there a different setup you think would balance it out?

Bug reports:
-- Sabretooth should be animal type (it's currently a beast type), or Sabretooth Pride should be beast type (it's currently an animal type), one or the other
-- Cottage should be able to be built on marsh (at minimum for the lizard civs)

And reminder of these:
-- Lizardman Shaper not getting free Hardy 1
-- Clear Swamp is not working


  1. Should already be fixed in our internal version.
  2. The Mazatl get reduced yields for cottages, and so don't really want them... But that doesn't apply to the Cualli, so I can do that.
  3. Need to fix this. I think the bit of python Warkirby wrote for it checks for UNIT, rather than UNITCLASS.
  4. Again, I merged it but at some point that python got reverted... Not sure how. :lol: Will work next version.

Is there any way to remove Haunted Lands from your territory? I tried Scorch, Spring, Sanctify, etc. and nothing.

They can be very harsh IMO. I had the following happen in my current game:

1. HN Giant Spider landed on one and need 30 turns to heal from the Haunted Lands taking their toll.

2. A War Elephant with many promotions went rogue and turned on my guys. Again, first turn after landing on a HL tile.

3. A captured Giant Lizard was held for many turns and damaged with some sort of promotion I never saw before. I forget the name.

I always try to avoid landing on these tiles, but sometimes they are unavoidable and crap happens. There must be some way to get rid of them, though...

Also, my Stonewarden is able to cast Earth's Boosom (hahaha), but nothing seems to happen except I hear a noise when he finishes. What is happening with this spell?

Use Dispel Magic to take out the HL all around the caster.

Changes the tile to a hill.

If you are standing on a hill it does nothing.

I need a pythonreq on that...but pythonreqs are not my strongest suit.

I just started a game as the Maer (Mechanos) and did not receive a settler.

Nothing changed in the options since the game I started yesterday morning.

Was there a goblin fort near you? Or some kind of barb? Occasionally, they'll spawn on a plot you have a unit. Sucks, but you can't really fix it without changing them from spawning randomly, to a semi-random, processor intensive check. Not worth it, IMO, when you can just restart.

Free xp till 15 is a big advantage. So is a free twincast type promotion once they are wizards.

I haven't played that leader yet, as I believe something is broken about her atm, but once it's fixed, I won't be building any apprentices until I already have the tech to make them wizards. Doing otherwise is asking for trouble.

There is a small bug atm, yes... She's meant to give out Channeling 2 to Apprentices. There was a conflict with the RLD method (anything upgraded from an apprentice can promote to channeling 2), so I have to fix it.

Once fixed, it will be:

  • Free Channeling 2 for apprentices
  • 1xp/turn up to 15xp
  • 8% chance to go barb
  • When promoted to Mage-level, barb chance is blocked, and a free twincast effect is applied.
 
Well not sure whether it is a cosmetic bug or a feature, but the Tech Tree is rather messy in the first Tiers (I think because of Tradition):

attachment.php
 

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