RifE 1.20 Bug Thread

It IS being moved back a bit, and it's harder for animals to upgrade after combat (Bear Pack can not upgrade to Cave Bear, so on), but it WILL stay in the game. ;)

Hopefully way, way back. I do not wish to spend half my game fighting animal and barbarians when the whole game is based around interaction between civilizations.

And speaking of barbarian wankery! Just today I encountered a funny little feature that has the game spawn four str 6 diseased corpses on the map by turn 20. I had combat 5 Lucian and three beastmen all standing in my capitol and I still got slaughtered.

Seriously. Enough with the dangerous world philosophy, there is such a thing as overdoing it.
 
Hopefully way, way back. I do not wish to spend half my game fighting animal and barbarians when the whole game is based around interaction between civilizations.

And speaking of barbarian wankery! Just today I encountered a funny little feature that has the game spawn four str 6 diseased corpses on the map by turn 20. I had combat 5 Lucian and three beastmen all standing in my capitol and I still got slaughtered.

Seriously. Enough with the dangerous world philosophy, there is such a thing as overdoing it.

Wow, you really had some bad luck there, Dominicius!

I have seen Diseased Corpses come out of epic lairs early, but never that many strong ones. I found them a pain as they spread their disease with no way to cure it for a long time, but the few I saw were easy to dispatch.

It really gets back to the question of how many games you get something like this? I am sure everyone has had that game that sucked like that, especially where you got smoked early. However, I find those are the exception rather than the rule...and it seems this stuff happens even more with the AI civs. IMO that is where the real weakness lies now as human players can usually cope and react to the bad stuff while the AI is often out of the game.

I guess I am on the other side of the fence on what you are writing as I, frankly, enjoy the new aspects of the modmod more than that interaction between civs that you mention. However, I see your point, and I'm sure many civ purists would prefer the gameplay with just the civs involved. I still like the interaction between the civs too, but I find this additional game within a game just adds to that.

I'm thinking there may be, or should be, an option that allows you to shut off the dangerous world that you get now so we can both enjoy the modmod.
 
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...



Steven Colbert?:lol:

In my new game again the Animal Set was different. This game featured Raptors and Raptor Packs. I captured one Raptor who was strong with the 3 movement, but was not gaining any experience/promotion.

I fed him to a Raptor Pack with Strength 5 to weaken it and captured the Pack with my Hunter.

Unfortunately, the Raptor Pack had that damn Estranged promotion and kept going Ceranos on me. I had to capture it three times in three turns.

One dirty trick in general I notice the AI does is spawn one or more units very close to your wounded unit(s). Sometimes it is hard to get away from them as your wounded units will be followed allover the map.

Also, I think the Dire Hamsters, while weak, are the worst at this with their Marksmen ability they easily pick off wounded units and are damn hard to see!
 
I'm thinking there may be, or should be, an option that allows you to shut off the dangerous world that you get now so we can both enjoy the modmod.

There is one problem with this.

There are a number of civilizations that benefits from a barbarian or animal presence (the clan or the elves, for example).

Removing them causes such civilizations to lose one of their key features. Otherwise I would always play with No Animals, No Demons and No Savages enabled.
 
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

Are you using version 1.12? That's an old bug, and one that I fixed. If you ARE using the latest patch, than something went wrong when I was merging in Vermicious's changes.

I am using the latest version (main download and patch) (downloaded them 10 days ago).
Of course something might have gone wrong on my part so I'll reinstall everything and see if it comes up again :)

reinstalled and repatched from scratch - still happening :)
 
Hopefully way, way back. I do not wish to spend half my game fighting animal and barbarians when the whole game is based around interaction between civilizations.

And speaking of barbarian wankery! Just today I encountered a funny little feature that has the game spawn four str 6 diseased corpses on the map by turn 20. I had combat 5 Lucian and three beastmen all standing in my capitol and I still got slaughtered.

Seriously. Enough with the dangerous world philosophy, there is such a thing as overdoing it.


I fear happiness with RiFE is not in the cards for you.

As for the early diseased corpse spawn...nothing we did. That is an epic lair exploration gone terribly wrong.
 
reinstalled and repatched from scratch - still happening :)

Just checked the code... While I *had* fixed the line causing the original problem, apparently that code was used in two places by the Better FFPlus AI mod, which was merged in. Replace the 'getHealth' call with a 'goodHealth' call, and you'll be fine. This time I checked to make sure there was no other getHealth call on cities... It's correct for bonus/feature/improvement/etc, cities use a different call. :lol:
 
Is there a way for you to identify which civ (AI) built a Wonder?

The reason I ask is that I got skunked in my current game and I really think it is the old AI up to its cheating tricks again.

I am one turn away from building the Bone Palace. My turn comes and instead of that nice graphic of me building the palace, I get the message that I "can no longer build the Bone Palace" - the message you get when someone beats you to the Wonder.

I save every game now due to surprise CTDs and just for fun I reloaded the turn before and opened the World Builder. NO city, AI or barb was building the Bone Palace...yet somehow one beat me to the Wonder. Or, did they?:rolleyes:

I thought maybe one could have used a Great Engineer to hurry the production, but it would still have to show as one turn 'til the Bone Palace, right?

There are no requirements for the Bone Palace that I had to have or my production would have stopped (like if you lost your Spirit mana node while building the Tower of Divinity).

What am I missing here? Or is it just more %$#@! AI cheating again?

Thanks.
 
Two game in a row.

One had the lizardman hero assassin appear out of nowhere (AI epic lair exploration most likely, I play with normal lairs turned off) by turn 20. You can imagine how well it turned out

Second had me getting attacked by stygian guard early and because he was attacking from across the river on a hill so I could do nothing about him.

I think the stygian guards have already been mentioned but AI exploring epic lairs should be fixed as well.
 
Actually, I'm fairly sure that if a building is set to be completed it is finished at the end of the turn; Meaning if the AI rushed it, it would finish building once the AI turn is over and before your own turn starts. Which would mean it's completely legit, and the AI just used a GE intelligently. ;)

I believe you can check who's built a wonder in one of the advisors... Can't remember which one, though.
 
reinstalled and repatched from scratch - still happening :)

Two game in a row.

One had the lizardman hero assassin appear out of nowhere (AI epic lair exploration most likely, I play with normal lairs turned off) by turn 20. You can imagine how well it turned out

Second had me getting attacked by stygian guard early and because he was attacking from across the river on a hill so I could do nothing about him.

I think the stygian guards have already been mentioned but AI exploring epic lairs should be fixed as well.

Why should that be fixed? The AI (from what I've seen) tends not to explore Epic lairs near it's own borders. Perfectly valid for it to explore one far away, though... Even if it screws over another player.

And yes, the Stygians are fixed.
 
hey, love the mod, its got so much replayability.

i do have one bug thats rather annoying.
For no reason i can pinpoint, when i start a new game sometimes it will crash immediately after the first turn straight to desktop or sometimes within 5 turns, once over the hump it usually holds fine. I'm updated to 1.12 and it seems like the game knows when i get a perfect start and just says no. :-p

I have a save game below that was one such instance
 

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hey, love the mod, its got so much replayability.

i do have one bug thats rather annoying.
For no reason i can pinpoint, when i start a new game sometimes it will crash immediately after the first turn straight to desktop or sometimes within 5 turns, once over the hump it usually holds fine. I'm updated to 1.12 and it seems like the game knows when i get a perfect start and just says no. :-p

I have a save game below that was one such instance

For me, I have learned to use the last selection in the second row of game variables to choose the Jotnar and Scions as Human player only. I believe there are some issues with them in the current version that can cause CTDs starting games, but also later on, so it is best to keep them away from the AI.
 
Actually, I'm fairly sure that if a building is set to be completed it is finished at the end of the turn; Meaning if the AI rushed it, it would finish building once the AI turn is over and before your own turn starts. Which would mean it's completely legit, and the AI just used a GE intelligently. ;)

I believe you can check who's built a wonder in one of the advisors... Can't remember which one, though.

I still couldn't find who built it.

So, you're saying using a GE for the AI to hurry production works differently than for the human player?

If I use my GE, it will generally give me the hammers necessary to complete the Wonder the NEXT turn. My city would show it will be completed in 1 Turn.

As I said, I went back the turn before I would have completed it, and no cities showed Bone Palace with 1 turn until completion. If I had 1 turn to go and another civ's city had 1 turn to go, I understand how I was beaten to the Wonder. However, no other cities were building it. If they used the GE, I would think they would get the 1 turn until completion and then get it the next turn.

Or, do they instantly complete the Wonder when they use a GE?

Really, it brings up the general issue of the AI knowing what you are building, and rushing something. It's hard to prove, but here is another example of its likelihood.

Bring in Scully and Muldaur, I say....:p

EDIT: You were right - I was able to go into the Info Screen and discover the Mazatl built the Bone Palace. I went back to the turn before and opened the World Builder to examine the two cities owned by the Mazatl. One was building a Lizard Shaper, the other a Slinger. And, here is the conclusive fact that proves the AI is cheating again...neither had a Great Engineer yet managed to build the Bone Palace just before I did. Makes you wonder now about all those times in games you were just beaten to something by the AI, doesn't it?

If you'd like to see for yourself I'll attach the save in the next post.
 
I still couldn't find who built it.

So, you're saying using a GE for the AI to hurry production works differently than for the human player?

If I use my GE, it will generally give me the hammers necessary to complete the Wonder the NEXT turn. My city would show it will be completed in 1 Turn.

As I said, I went back the turn before I would have completed it, and no cities showed Bone Palace with 1 turn until completion. If I had 1 turn to go and another civ's city had 1 turn to go, I understand how I was beaten to the Wonder. However, no other cities were building it. If they used the GE, I would think they would get the 1 turn until completion and then get it the next turn.

Or, do they instantly complete the Wonder when they use a GE?

Really, it brings up the general issue of the AI knowing what you are building, and rushing something. It's hard to prove, but here is another example of its likelihood.

Bring in Scully and Muldaur, I say....:p

No, what I'm saying is that it will be finished as soon as you hit end turn. Before the AI gets a turn.

So what shows as '1 turn to completion' for you, is built AS SOON AS YOU HIT END TURN. Before the AI gets a turn, and well before your next turn.

No, I don't know this for a fact and have nothing to base it on but what you had said in your post; But it makes sense that they'd design it this way. If you've devoted multiple turns to building something, or invested gold or a Great Engineer, you don't want someone else finishing it first... Which would be possible if you had to wait till your next turn for it to be finished. Setting it up this way is the most logical way to go about it.

Assuming I am right, what happened is they had a Great Engineer in JUST the right turn. Checking the worldbuilder wouldn't show as one turn to completion, as it's not the AI's turn... By the time you know about it, it's already a done deal.

Edit: Just to clarify, a Great Engineer will generally completely finish a building. 0 :hammers: left. It just isn't 'built' until your turn is over.
 
This is the turn before the Bone Palace was built by Mazatl. Take a look at their two cities in the World Builder. You can see I was ready to build it next turn in my capital, Thariss. Just hit Enter and see what happens....:eek:
 

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No, what I'm saying is that it will be finished as soon as you hit end turn. Before the AI gets a turn.

So what shows as '1 turn to completion' for you, is built AS SOON AS YOU HIT END TURN. Before the AI gets a turn, and well before your next turn.

No, I don't know this for a fact and have nothing to base it on but what you had said in your post; But it makes sense that they'd design it this way. If you've devoted multiple turns to building something, or invested gold or a Great Engineer, you don't want someone else finishing it first... Which would be possible if you had to wait till your next turn for it to be finished. Setting it up this way is the most logical way to go about it.

Assuming I am right, what happened is they had a Great Engineer in JUST the right turn. Checking the worldbuilder wouldn't show as one turn to completion, as it's not the AI's turn... By the time you know about it, it's already a done deal.

Edit: Just to clarify, a Great Engineer will generally completely finish a building. 0 :hammers: left. It just isn't 'built' until your turn is over.

You missed my EDIT in my post above. Neither of the Mazatl cities had a Great Engineer.
 
You missed my EDIT in my post above. Neither of the Mazatl cities had a Great Engineer.

Not to mention that if your Bone Palace showed as 1 turn to completion, it should be built at the end of your turn, before the Mazatl even got a turn.

Maybe the Mazatl built the Bone Palace their last turn, and you didn't get the message until the end of your turn. That would explain why they weren't building the Bone Palace, it had already been completed. And in my experience it does take some time for city queues to catch up to completed wonders. Try looking at a slightly older save.

Mind you, there is no guarantee that you'll see the wonder being built. A Great Engineer can spawn at the start of the turn, change production to Bone Palace, hurry it and it is completed at the end of the turn. All within a singe turn.
 
Not to mention that if your Bone Palace showed as 1 turn to completion, it should be built at the end of your turn, before the Mazatl even got a turn.

Maybe the Mazatl built the Bone Palace their last turn, and you didn't get the message until the end of your turn. That would explain why they weren't building the Bone Palace, it had already been completed. And in my experience it does take some time for city queues to catch up to completed wonders. Try looking at a slightly older save.

Mind you, there is no guarantee that you'll see the wonder being built. A Great Engineer can spawn at the start of the turn, change production to Bone Palace, hurry it and it is completed at the end of the turn. All within a singe turn.

You might be right, Odalrick, although I did go back five more turns and saw nothing about the Mazatl building the Bone Palace or even getting a Great Engineer. Usually it will be announced when one is created and their two cities didn't have one stockpiled.

The other thing that makes me suspicious over this whole thing is that I find the AI more often will use its Great People to start Golden Ages rather than to hurry production. They certainly could, but why not another Golden Age, UNLESS they knew I was close to building the Bone Palace? Again, how would they know that? Dumb luck that they would hurry just before I built it? Maybe, but again doubtful.

Oh well, I just can't see how they did it without a GE, and I don't see them with one.

PS. I guess I earned bad kharma or something from the modmod Gods by bringing this up. I was only able to play this game a dozen or more turns after that save I posted, then, I started getting the unrecoverable CTDs again. Another game abandoned...:cry:
 
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