RifE 1.20 Bug Thread

Trade routes currently aren't actually giving any :commerce:, nor special trade route yields for lost lands Mazatl and malakim for that matter.

Also, is it intended that crossbowmen have no national limit?
 
Valkrionn, I owe you an apology for being dumb. I have folders (and thus options for 'Load a Mod') for both FF+ and RifE. I don't know where the first came from unless the RifE automatically installs it. Anyway I've been playing the FF+ rather than scrolling down for RifE. In RifE, there's no issue with the Elohim scout. Hopefully you've been busy with Dragon Age rather than tracking down a non-bug.

A couple of things that I don't know are bugs or what: I had a bunch of odd settings when I started my first RifE game (looking at the info screen), like No Council of Esus, No Orthus, etc. I went into Assets/XML/Gameinfo/CIV4GameOptionInfos and set all the bDefault values to what I thought they should be, with no in game effect (on the weird options-it seemed to work for the options I normally use). I then switched all the bVisible values to 1 and unchecked the options in the custom game menu and that seems to have worked. So one question is whether or not those were off for a reason. Otherwise, I guess this just need some publicity since I gather not everyone knows where that file is.

Also, sentried units and workers wake up due to the presence of units on lairs or the held units generated by the Mana Guardians option. Is there any way we could get units to not notice those albeit nasty monsters that are clearly not going anywhere?
 
View attachment 235600

I'm sure I'm installed correctly this time (the installer says it's RifE version 1.01, and the flag mouseover says it's version 1.10 and the link says it's version 1.12, but the RifE folder didn't exist before I installed the patch). I also have the Manaflares and stuff mod.

This save is a couple of turns after I got the message that my first two cities had been connected. In my capital, I'm counting 7 commerce on tiles, 12 from the palace, and 1.25 for the trade route, but checking the science and gold mouseovers, it's only counting 19. The total research on the main screen is matching the total of that in each city, so I'm not getting any credit for the trade routes. Kind of bad, that.

Edit: That's with the Amurites. I tried again with the Mechanos and I'm not getting credit for my trade routes in this game either. I'll try reinstalling without the Manaflares.

Edit: New install with Grigori, no Manaflares. I am still not getting credit for trade routes.
 
Playing as Illians, and several sheep resouces as well as wheat have been discovered, due to warmer climates?
 
The warmer climate thing is a result of the blizzards. They hide some resources beneath them, so when they move or dissipate, the resources reappear.
 
Playing as Illians, and several sheep resouces as well as wheat have been discovered, due to warmer climates?

The warmer climate thing is a result of the blizzards. They hide some resources beneath them, so when they move or dissipate, the resources reappear.

What Riot_Starter said. I'll add a check to make sure it's not in Illian or Frozen territory before it temporarily removes resources.

I'm seeing this one as well.

I'll have to look into it... May be an effect from the decimal trade routes, but when I tested them they were working just fine.
 
multiple occurrences during a game - always on the interturn:

Traceback (most recent call last):



File "CvGameInterface", line 158, in cannotConstruct



File "CvGameUtils", line 1043, in cannotConstruct



AttributeError: 'CyCity' object has no attribute 'getHealth'

ERR: Python function cannotConstruct failed, module CvGameInterface
 
I'll have to look into it... May be an effect from the decimal trade routes, but when I tested them they were working just fine.

If there really is a problem with traderoutes you could merge my code for decimal traderoutes (marked as "Better Traderoutes" in the Wildmana DLL). Might be easier than trying to figure out where exactly the problem with the traderoutes is ;)
 
I saw a mention of Imperial Roads (from the manabursts and stuff mod) not working and would like to confirm I'm seeing the same thing. Namely, a worker takes my money and goes idle but the imperial road only showed up in the city's tile. However, I didn't get the "We need to find stone" announcement in this game, so there may be a problem with workers being able to use the Imperial Roads button in cities with access to stone. I have a stone quarry already so maybe that blocked the event?

I'll be leaving this comment over in that thread as well, I just wanted you to be aware of the issue.

edit:GIR says he knows what he needs to fix. In the meantime, the events appear to trigger properly as long as you don't build a stone quarry until getting your fifth city.

edit2:I'm noticing that I'm getting CTDs on turn 1 almost every time (I thought it worked once over the weekend, but I'm not sure now) trying to play with 15 players on a huge map (to make up for the few that always seem to die early). If the speculation on particular leaders or civs being a problem is correct, I'm obviously increasing my odds of getting one of them with more players. But, unless there's a lot of them (relative to the 95 possible leaders I count) I shouldn't be getting them nearly every time. So the issue *may* be something else.

edit3:11 players on huge gives me fewer first turn CTDs. but doesn't eliminate them, so the number of players is itself probably not the issue. I've been tracking which leaders showed up (through Worldbuilder diplomacy) in games that CTD after my first turn and those that went to turn five (I haven't had any CTDs on turns 2, 3, or 4, but I wanted to make sure everyone had time to use their settlers.) I have now had a game that CTD that contained entirely leaders which I have seen in other games which did not. While there may be issues with specific leaders or civs, something is happening on the AI's first turn independant of that.

edit4: 30 players on a huge map and I played through turn 20 with no issue. The only thing I changed was turning off the flavourmod option because I thought the game might get confused trying to place starting locations in 'good' spots and at some distance from each other. I don't know the ins and outs of how it works, but someone might want to look there. It sounds like in the next release the civs that have a strong preference for a particular terrain are going to have an automatic effect that converts their territory to that terrain, so the flavourmod may not be necessary.

edit5:Okay seeing hopelessly landlocked Lanun and my own starting positions in areas that aren't reliably thawing (End of Winter on) I'm disabused of the notion of dispensing flavourmod.
 
I identified one thing that was causing me CTDs in my games - the Stonewarden/ROK spell called 'Earth Bloosom or something like that.

I would hear a sound like an earthquake and immediately get kicked out of the game. I stopped using the spell and all was fine.

An easy fix (don't use it), but I'm wondering if anyone else had this problem.
 
I can use the Jotnar version of Earth's Bosom just fine...

Yeah, I figured as much. I was thinking this might be affecting just me, but I don't have a clue why. Honestly, it makes me a little less inclined to go for ROK as my religion.

I don't suppose there would be a difference between the Stonewardens or the Jotnar casting this spell. Anyway, I just stay away as it does give me CTDs for some reason.
 
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