RifE 1.20 Bug Thread

Anxiously awaiting. Should be a nice Xmas present you're giving us. :)
 
I tried to search for this, but couldn't find anything... but are the Frozen supposed to spawn this many Tar Demons in late game? I'm trying to get rid of them, but it seems they spawn faster then I can kill them. When I started 20 turns ago, they had about 90 (!), and now they're up to 140 ish. I killed somewhere around 150-200 of the buggers. (Their city is size 49 now too).
 
Hopefully the CTD's will stop with the next patch; Should be out in a week or so, working on assigning alignments to leaders now. Had stopped for a while to implement the White Hand, but that's in now. ;)

You know, that totally takes the fun out of pestering you over the next release.
 
I tried to search for this, but couldn't find anything... but are the Frozen supposed to spawn this many Tar Demons in late game? I'm trying to get rid of them, but it seems they spawn faster then I can kill them. When I started 20 turns ago, they had about 90 (!), and now they're up to 140 ish. I killed somewhere around 150-200 of the buggers. (Their city is size 49 now too).

I saw this too in the few game I allowed Liberation with the Frozen entering the game. The pop of their cities was out of control as was the number of Tar Demons they have. I know this is being worked on for the next update. In the meantime, I select the "No Liberation" option for the games I play.
 
I saw this too in the few game I allowed Liberation with the Frozen entering the game. The pop of their cities was out of control as was the number of Tar Demons they have. I know this is being worked on for the next update. In the meantime, I select the "No Liberation" option for the games I play.

It's not actually intentional, just that I wrote the code poorly to limit Tar Demon spawning. Looking at what I actually did... it does not work at all. I wonder what I was thinking when I wrote that?

I will fix this for the independent Frozen mod, and presumably Valkrionn will fix it for RiFE too or use my fix. I've got the basic code written but I'm not sure on the actual numbers to use, so:

What should be the maximum number of tar demons a Frozen city can spawn? No less than 3.

What should be the spawning rate change? I have it set up so that it can increase from a 1/X chance by a factor of X. To make that more clearer, it could be 1/10, 1/20, 1/30, and so on, or it could be 1/20, 1/40, 1/60, and so on, or it could be 1/30, 1/60, 1/90, and so on... you get the idea. What should X be?
 
Hi,

I think I found a bug with the fort culture system, although I still need to track it down to its source.
But if I set-up 2 forts on 2 tiles one next to the other, let them grom to citadel to have the max culture influence, and then delete one fort (through python), then the culture is removed too much, loosing the influence of the second fort on common tiles.

Maybe it is a known bug, and you know about it already.
I'll try to track it down to the C++ to propose a solution if I can.
 
A little error with Minister Koun splitting off.
 

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Hi,

I think I found a bug with the fort culture system, although I still need to track it down to its source.
But if I set-up 2 forts on 2 tiles one next to the other, let them grom to citadel to have the max culture influence, and then delete one fort (through python), then the culture is removed too much, loosing the influence of the second fort on common tiles.

Maybe it is a known bug, and you know about it already.
I'll try to track it down to the C++ to propose a solution if I can.

Hard to track down.
Sometimes works, sometimes not...

I digging deeper.
 
I have workers chopping down smoking forest. I get the message that 40:hammers: are added to Abissen and I can see that production is added but the forest is still there and workers are still chopping. If I end turn without stopping their orders the game CTD's.

Edit: also, take note on the centeni next to Luiross (age 112), the next turn the barb will move next to a city and if you use that particular centeni to attack him the game CTD's.

Edit 2: if I kill that barb and immediately pick up his weapon the game CTD's after end turn, if I leave it lying and then pick it up the next turn everything is ok ... so far.
 

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I wasn't even able to load your saved game as I got a Runtime Error when I tried to load the downloaded file.

I've pretty much resigned myself to fooling around with early game exploration fun as I never get past Turn 300 in epic speed games in RiFE without a showstopping CTD. Sometimes it helps if I go back 5-10 turns and replay differently, but that only buys me a few turns and is boring.

Until the new version comes out, I'm playing other games, or having the 'fun with animals' experience with RiFE only. :)

I hope the new version cuts out these frustrating CTDs you get mid-game and later.
 
I've been playing Planetfall for precisely that reason. ;)
 
I wanted to know if RifE has AIs which are building magic nodes or not (as it seems there is a bug about that in FF, I will perhaps RifE if the problem is not there).

About CTD, I always get some when my game start to be 'heavy', I just took the habit of saving each turn, then quitting and restarting Civ 4 (only past turn 300 or so, when the saved game reach something like 1 Mb, I start to get crashes)
 
A couple of bugs in the new version:

1) First turn CTD. Game had both Scions and Jotnar, so maybe something didn't get fixed properly with Jotnar?

2) Lanun territory turns to frost [see pics]. Not sure which others might be affected, if any, although I quickly checked Bannor to see if the problem was universal (it isn't).
 

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I'm now 9 for 9 on 1st turn crashes and getting dispirited. One of those is in a comment over in the download thread. Since I don't know how to move comments around, I'll summarize: Most of those are with the D'Tesh, Jotnar, and Scions blocked for human only (and me not playing any of them), but not all because the feature to block them doesn't remember them from one start to the next (I thought it did in the last version). I've tried starting without flavourmod and end of winter, with no improvement in fortune.

I like that we're now told what terrain is changing to so we can plan ahead, and how long we have to wait.
 
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