RifE 1.20 Bug Thread

Playing as the Svartalfar I captured a Baby Spider. Within a few turns, it automatically turned into a Giant Spider - I think it also got Combat II. Then, it won a battle against a Tribesman and incredibly turned into a strength 12 Spider Swarm.

I mention this for two reasons:

1. I got this powerful unit very early in the game (invisible and HN no less) and was able to easily mow down anything on the map. I ran out of promotions. Maybe a tad much in the early game.

2. OTOH, it just goes to show you that while the AI gets some powerful critters, you can get them too...if you are lucky, I suppose. Just before I got this spider juggernaut, a Sabretooth Tiger with strength 12 or 13 was in total command of a big part of the map.

Anyway, I am very happy to say I made it through a full game of RiFE for a change. No CTDs, although it was an early conquest victory (due mainly to the Spider Swarm) before turn 400, epic speed. :)
 
Righto. Hadn't seen the CivGameCoreDLL hotfix, trying that now.

The hotfix solved our crashing problems, all races work for us now.

Had two new bugs. First, was sending a tireme and galley down the coast to re inforce the friend I was playing with; however this voyage was cut short when they encountered a cave bear pack and two cave bears happily chilling out in the coastal waters, and they sunk the ships. The units carried on the galley ended up somehow back on the land closest to the battle site.

Secondly, Playing as the Mechanos I had a level ~6 or 7 Fort Commander (he had the Commander II promotion) sitting on a citadel. The commander had been mutated, and had gotten the enraged promotion, but through battles had lost it, and had no other promotions affecting control or movement. I cast Create Mobile Fortress, and after the requisite number of turns, the fort turned into a mobile fortress. Unfortunately, while having a movement point the mobile fortress could not in any way be moved, despite all attempts. After a few turns of trying, I simply converted it back.
 
The hotfix solved our crashing problems, all races work for us now.

Had two new bugs. First, was sending a tireme and galley down the coast to re inforce the friend I was playing with; however this voyage was cut short when they encountered a cave bear pack and two cave bears happily chilling out in the coastal waters, and they sunk the ships. The units carried on the galley ended up somehow back on the land closest to the battle site.

Secondly, Playing as the Mechanos I had a level ~6 or 7 Fort Commander (he had the Commander II promotion) sitting on a citadel. The commander had been mutated, and had gotten the enraged promotion, but through battles had lost it, and had no other promotions affecting control or movement. I cast Create Mobile Fortress, and after the requisite number of turns, the fort turned into a mobile fortress. Unfortunately, while having a movement point the mobile fortress could not in any way be moved, despite all attempts. After a few turns of trying, I simply converted it back.

Neither of those are actually bugs. ;)

The first is a feature; Bears can swim through Coast, can't enter Ocean.

The second is also a feature. The unit's Pedia Entry (And presumably the unit itself, on mouseover) states "Route Native Railroad". This means it is ONLY able to move while on a Railroad, which can be built with Iron, Refined Mana, and Engineering. Keeps the unit defensive until lategame, as otherwise it's FAR too much. I love the mechanic too, so that doesn't hurt. :lol:
 
So the game is working now... woo hoo! But I think I found an actual "small" bug. I don't know if it's been reported yet, but Fiacra (sp?) of the North Wind is...well...HUGE! As in, so huge, I often don't see it when I'm zoomed in at a normal level. I can only sometimes see the wings flapping (this makes me forget that it is in a spot and then I think I'm leaving an area undefended).

So either this is a scale bug, or it's intentional. But, if it is intentional, I would think that it should get a monstrous creature promotion and maybe hero too (I think it's bigger in scale than the dragons...)? Just a thought. Regardless, the new version is great! Well done!
 
D'Teshi animals can build caged without having a Carnival.

Possibly because Carnivals are blocked. Maybe they should get a Cryptozoologist or Taxidermist replacement.
 
Yeah, bears can swim and pollute coastal waters with their lairs. Bears are teh JAWS of this mod.

Octopus Overlords are nothing in comparison to hundreds of str 10+ bears swimming in the ocean.

"Bears, bears, swimming in the ocean, causing the commotion, cause they are that awesome"...

It's silly up to the point of being funny :).
 
Yeah the lore and gameplay civilopedia descriptions needs a ton of work.
 
Well, I was getting consistent first-turn crashes until applying the fixed DLL, after that it appears fine. Haven't had time to play a full game yet.

Trade routes still appear to not be adding anything to city yields.
 
Game start crashing when my save files exceed 1 mb.

Congratulations, mine seem to start around .5 mb.

Really, the only thing you can do is dial down the map size and number of civs and maybe the game speed too. I used to love to play the game on Huge maps with a ton of civs at epic speed, but now I have to use Standard sized maps with the default no. of civs (still use Epic, though). Anything more and I have the same problem as you...and I am playing with a decent processor, 4 gb RAM, and 256 nVidia. Windows 7 too.

I am able to play FFH2, FF, and Orbis with more extreme game conditions, though.
 
Some bugs I've noticed:
-Game shows version as 1.10 even though it should be 1.20. Also, the installer showed an altogether different version.
-City build popup menu doesn't show mage guild (have to enter city screen to build it). Also, worker is grouped with naval units.
-Game crashes every now and then, usually memory allocation problem.

And please, please remove water walking from bears x_x
 
So the game is working now... woo hoo! But I think I found an actual "small" bug. I don't know if it's been reported yet, but Fiacra (sp?) of the North Wind is...well...HUGE! As in, so huge, I often don't see it when I'm zoomed in at a normal level. I can only sometimes see the wings flapping (this makes me forget that it is in a spot and then I think I'm leaving an area undefended).

So either this is a scale bug, or it's intentional. But, if it is intentional, I would think that it should get a monstrous creature promotion and maybe hero too (I think it's bigger in scale than the dragons...)? Just a thought. Regardless, the new version is great! Well done!

It's a scale bug. Dropped it down to where it thought it would work, didn't test the final scale though... It's last scale was larger, but I could see it when I zoomed out a bit.

D'Teshi animals can build caged without having a Carnival.

Possibly because Carnivals are blocked. Maybe they should get a Cryptozoologist or Taxidermist replacement.

Yeah, it's because Carnivals are blocked. Honestly, I'd just add an effect promo for animals which blocks casting the 'Add to Carnival' spell.

Yeah the lore and gameplay civilopedia descriptions needs a ton of work.

That they do... Will be working on it.

Is there a gonna be a new update/new updated game release? since so many bugs and dll issues were addressed?

Not for a little bit, honestly; The hotfix fixed the crash issues, and I'm busy cleaning up all the xml. Once that's done, then maybe. ;)

Well, I was getting consistent first-turn crashes until applying the fixed DLL, after that it appears fine. Haven't had time to play a full game yet.

Trade routes still appear to not be adding anything to city yields.

Hmm... When Opera and GreyFox tested the last version they said Trade Routes were working, and I haven't touched them in the new code...
 
Hmm... When Opera and GreyFox tested the last version they said Trade Routes were working, and I haven't touched them in the new code...

This is a clean install of Rife 1.20, plus the core DLL hotfix. No other mods or changes.

7 commerce from tiles. Where did the 1.25 (rounded down to 1, presumably) from the Cevedes trade route go?
I see the exact same issue for my other cities.

I was wondering if it was a display issue of some kind, and the trade route values were getting in after the fact - but the total gold on the commerce screen also adds up to the total gained from tile yields and specialists only. Trade's adding nothing.

Check out the save, see if you can work out what gives.
 

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Similar to the mage guild problem posted above, archery ranges and fletchers don't appear in city build pop op. You need to go into city to build them.

I also had the five turn unrest issue posted earlier. There's no explanation or pop-up, just five turns of unrest. The AI Kuriorites were right next to me, and I think they had the same problem, albeit quite a few turns later.
 
FlatXP and better scouts mods active
View attachment 237990

I have a sinking feeling this isn't a bug, but I thought I better ask. There's a barbarian treant next to my NEmost city. It attacks what it can on its turn, then disappears. Which suggests to me something summoned it (though I see no indication of that), however it has 5 combat promotions and Commando, suggesting its a run of the mill (?!) barbarian. Just wondering if anyone can shed light on what's going on here.

Edit scratch that. Apparently it's invisible when in forest, including my forests, so it's probably supposed to be doing that. Which is ten kinds of unpleasant.
 
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