RifE 1.20 Bug Thread

AI seems to never promote fort commanders. I need them strong for my Middle Earth map, because strongholds (citadels) there are built in very important locations. Ai just leaves there 1 unpromoted commander, rarely with an archer. On a related note, how to make AI to value castles more and leave more armies there?
 
I think this is a bug (thought it might not be...): I was playing a game as the Jotnar and my Egrass (I WBed him in at KotE) had Subdue Animals. He attacked a Wild Dread Hamster that had made its way into my borders, but I didn't get the hamster. Any reason why this would be? Are those hamsters actually beast units instead of animal units?

Also, on a separate note, is there a reason why killing Acheron doesn't give the Dragon Bones feature? What dragons do you have to kill for that? Thanks!

They're beasts. Not sure if it will change or not, atm.

Acheron and the other Hero dragons should spawn Dragon Bones when killed by someone other than their owner... Need to add that.

As for how to get it... The wild dragons spawn it.

AI seems to never promote fort commanders. I need them strong for my Middle Earth map, because strongholds (citadels) there are built in very important locations. Ai just leaves there 1 unpromoted commander, rarely with an archer. On a related note, how to make AI to value castles more and leave more armies there?

Probably something with them being immobile. Held AI units are able to cast again (Fixed that), so I'm going to make them all held. Turns out that's what the issue with the Bannor commander was too. (Thanks Vermicious!)
 
It's been awhile since I have played the Svartalfar or had FOL as my religion for that matter.

I built a Fawn and the Attack Strength is given as 4. Shouldn't it be 5? Base of 3, Treacherous (+1 Poison) and Sinister (+1).

Also, there is something about removing Feral from there. I don't understand what this means.

Thank you.
 
Treacherous removes the Feral promotion... Only important for the Jotnar.

And fawns were tweaked a bit a while back. Would have to ask Vermicious for a full explanation of the changes, but basically they aren't just a strong unit to whack things with anymore. Slightly different.

Fawns now start out at 2/3...but they have the elf promotion, woodsman, and mind 2. They are great at scouting, good as support units for your stack...not so good as an axeman replacement.
 
Why should they NOT be able to cast? Held prevents movement, it should not prevent casting as well. Otherwise you get things like Acheron in FfH, unable to use his Breath.

If you don't want them able to cast, silence them. A python silence effect is very easy to do.

I think of Hold Person (and variants) from DnD. It's full paralysis, you can breathe and you can see but nothing else. No movement, no attacking, no spellcasting, no screaming in agony as you are eaten alive by a Carrion Crawler.

Of course in FFH you don't even get a combat penalty. I'm just upset because I use held to prevent spellcasting in a module.
 
I think of Hold Person (and variants) from DnD. It's full paralysis, you can breathe and you can see but nothing else. No movement, no attacking, no spellcasting, no screaming in agony as you are eaten alive by a Carrion Crawler.

Of course in FFH you don't even get a combat penalty. I'm just upset because I use held to prevent spellcasting in a module.

Ah, okay. :lol: Yeah, I can see that, but it just seems wrong for FfH. I want to prevent movement, not casting.

Could always add a 'silenced' tag, but not until I personally have a use for it... Too much else to do atm. ;)


That said, just finished something: PrereqCivilization for Projects(Rituals) is now an array, can list however many civs you need. This is for the Illians/Frozen.
 
Fawns now start out at 2/3...but they have the elf promotion, woodsman, and mind 2. They are great at scouting, good as support units for your stack...not so good as an axeman replacement.

Thanks for the response and I understand about their strength now. It would be interesting to see a comparison of the unique basic units for the various religions - Fawn, Soldier of Kilmorph, Drown, etc.

One thing on Mind 2...I guess that allows the Charm spell which states there is a 20% chance of being resisted. However, I am finding it is closer to a 100% chance of being resisted. I realize certain things can affect this, but Animals, Savages, etc. even resist at 100%.

What good is this spell?
 
I was lucky in my current game to capture two Bear Packs. I thought I had a couple of very powerful early units and would do some damage. Three things:

1. Despite not having Fear or the Menacing Helm, they seem to have the ability to scatter a stack of defenders when they attack. What's up with that?

2. Despite not having any of those bad promotions (Enraged, Crazed, etc.), every few turns my Pack wanders off on its on to kill something...or be killed. What's causing the Pack to go off?

I noticed previously captured Mammoths often do this too, but I haven't noticed it with other captured animals. Are Mammoths and Bear Packs the only ones apt to do this, and what makes them so special? ;)

3. On #2, for some reason, my wandering Bear Pack totally ignored an easy target of a lone Orc barb Warrior in favor of a group of 5 barb Lizardmen. It killed one, but then was killed by the remaining ones. Bad AI again in ignoring the easy target?

Thanks.
 
I have a plea. Please remove blizzards from Illian lands (or make it so that they don't destroy my resources every 3 turns, block my ports, cut me off from my sea resources because my ports are blocked and turn my water into ice which makes the tiles lose bonuses from Heron Throne and Lighthouse).

Thank you.
 
I have a plea. Please remove blizzards from Illian lands (or make it so that they don't destroy my resources every 3 turns, block my ports, cut me off from my sea resources because my ports are blocked and turn my water into ice which makes the tiles lose bonuses from Heron Throne and Lighthouse).

Thank you.

Already being done, with the introduction of Jean Elcard's Climate system (Check the FlavourMod thread) and the White Hand. ;)
 
I was lucky in my current game to capture two Bear Packs. I thought I had a couple of very powerful early units and would do some damage. Three things:

1. Despite not having Fear or the Menacing Helm, they seem to have the ability to scatter a stack of defenders when they attack. What's up with that?

2. Despite not having any of those bad promotions (Enraged, Crazed, etc.), every few turns my Pack wanders off on its on to kill something...or be killed. What's causing the Pack to go off?

I noticed previously captured Mammoths often do this too, but I haven't noticed it with other captured animals. Are Mammoths and Bear Packs the only ones apt to do this, and what makes them so special? ;)

3. On #2, for some reason, my wandering Bear Pack totally ignored an easy target of a lone Orc barb Warrior in favor of a group of 5 barb Lizardmen. It killed one, but then was killed by the remaining ones. Bad AI again in ignoring the easy target?

Thanks.

They have an effect promo that I used with the Jotnar berserker. They intermittently go berserk...which makes them AI controlled and fear-inducing.

Mammoths and Elephants both gain Enraged post-combat. Wounding one without killing it is a bad idea (just like in real life).

As far as the bad target selection...that is just the AI underperforming. Nothing I did. :D
 
Already being done, with the introduction of Jean Elcard's Climate system (Check the FlavourMod thread) and the White Hand. ;)

Thank you.

While we are on topic, the Cave Bear Pack needs to be removed. You are already forced to sacrifice troops if you wish to kill the Cave Bear (a str 8 unit), having it then turn into a str 20 pack after it kills a certain number is beyond frustration.
 
They have an effect promo that I used with the Jotnar berserker. They intermittently go berserk...which makes them AI controlled and fear-inducing.

Mammoths and Elephants both gain Enraged post-combat. Wounding one without killing it is a bad idea (just like in real life).

As far as the bad target selection...that is just the AI underperforming. Nothing I did. :D

I just have to ask...why just Bear Packs? Although I really like the current mechanism in the game of being able to build a second Animal Army for your side, maybe it would be good to make all captured Animals go berserk occasionally. Don't know about the fear-inducing though as I cannot see how a Bear Pack is more fearful than say that Thunder Lizard I captured once. ;)

Unfortunately, the overall effect of what you have done with the Mammoths/Elephants has pretty much eliminated the possibility of getting the strong rider units as they usually get killed before you can get them back to your territory. I rarely bother to capture them now.

In all, I really love what you have done with the Animals in this modmod, Vermicious. Every game is truly different and I love seeing the varied Animal 'Sets' I come up with in each game. IMO you have taken a fantastic modmod and made it even better with your work. Thanks a lot!
 
I just have to ask...why just Bear Packs? Although I really like the current mechanism in the game of being able to build a second Animal Army for your side, maybe it would be good to make all captured Animals go berserk occasionally. Don't know about the fear-inducing though as I cannot see how a Bear Pack is more fearful than say that Thunder Lizard I captured once. ;)

Unfortunately, the overall effect of what you have done with the Mammoths/Elephants has pretty much eliminated the possibility of getting the strong rider units as they usually get killed before you can get them back to your territory. I rarely bother to capture them now.

In all, I really love what you have done with the Animals in this modmod, Vermicious. Every game is truly different and I love seeing the varied Animal 'Sets' I come up with in each game. IMO you have taken a fantastic modmod and made it even better with your work. Thanks a lot!


Aw shucks. :)

The bear line getting berserk...I did it because of the origin of the term, honestly. The fear thing is a nod to Colbert. :D A global chance for captured animals to go nuts isn't a bad idea though.

As for elephants...I felt that capturing them early was a little too easy. New mechanic makes it tougher. I could make the rider units buildable with ivory...
 
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