RifE 1.20 Bug Thread

A problem I encountered that is not on the list:

Some buildings do not show up in the city buld list. Most of the military branch. 'City buld list' refers to the list presented to the player when a build has been completed. I dont know if it only happens with certain civs but the 2 I have played with and had this happen was Khazzad and cant remember the other one :crazyeye:

I'm sure someone has already pointed this one out but as it wasn't on the list I just thought I would mention it :)

Yeah, that happens to me, too. I didn't build a mage guild forever because I didn't know I could until I tried building directly from the city menu instead of the pop up prompter. That still works, it's just the pop up menu than skips stuff.
 
Yeah, that happens to me, too. I didn't build a mage guild forever because I didn't know I could until I tried building directly from the city menu instead of the pop up prompter. That still works, it's just the pop up menu than skips stuff.

Lol yeah I had no archer rangers, fletchers or mage guilds for ages untill I realised :lol:
 
two summonable civilization religion bugs:

First, if I try to build a white hand unit or building as the frozen, the white hand religion will mysteriously disappear from the city.

Second, I may have located the primary cause of the win7 crash bugs: building a temple of the veil in a captured city as the infernals, or possibly building a settler as the infernals. The same is definitely not true of the frozen, I could build both of those with no problems playing them.

I haven't seen anyone discuss this, probably because it's at the end of a page.
 
I nerfed the minotaurs in my game which worked beautifully after I started up the game again, but then I had bear lair on a one tile island beyond my cultural borders sending amphibious bears to the mainland. I can understand polar bears walking on ice but water walking brownbears?:crazyeye:
Code:
<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
	</TerrainImpassable>

Maybe add TERRAIN_COAST to impassable
 
The bears are supposed to be able to move through coast. They have the Ocean impassable tag to keep them from spanning the globe. :lol:

It may or may not be removed later on, of course... Lizards have it too, I believe.

Why would bears be able to swim through coast tiles? That makes no sense.

I've got a bug where the Amurites are somehow getting thousands of commerce from certain specialists. I can't figure out the source; last time I got this bug, some of the buildings inexplicably gained some bizarre bonuses, but this time none of their buildings are displaying with bonuses to specialists. I reckon this probably has something to do with my module and the modular loading code Xienwolf merged in, but I figured I'd report this anyway.

By-the-way, anyone thinking about using modules: you can get some really SCREWY bugs that completely break the game. I'm about to give up on this module because of all the problems it's been giving me.
 
Why would bears be able to swim through coast tiles? That makes no sense.
I'm guessing the reasoning is that bears are pretty good swimmers.

What makes no sense to me is more the fact that they can attack units - and with the same force as on land, no less - while they're in the water.

Now, I don't know much about the capabilities of bears, but I have a hard time imagining a bear jumping out of the water and sinking a passing ship...
 
What makes no sense to me is more the fact that they can attack units - and with the same force as on land, no less - while they're in the water.

Now, I don't know much about the capabilities of bears, but I have a hard time imagining a bear jumping out of the water and sinking a passing ship...

Then you, sir, are obviously no Stephen Colbert. :p
 
Then you, sir, are obviously no Stephen Colbert. :p

Not quite knowing who Stephen Colbert is makes it somewhat difficult to make any kind of connection there...

Anyway, I can buy bears being able to move through the coast tiles, but wouldn't it make more sense if they had reduced defensive capabilities and an inability to attack while on water tiles?
 
Valkrionn, when you are going to post a patch, don't forget fixing the 'AI never build farms' problem, this is huge and can easily cripple all AIs.

Side bug, I have the Scions which are not doing anything of 3 awakened since ages in a city of them, perhaps the AI logic for awakened are wrongly set?
 
im not shure if this is really a bug or not, but its more of a nitpick, the downloaded exe takes a really long time to start after its selected, for a bit i thought it was not going to start at all! 5+ min till i see the menu
 
I have a repeatable crash on processing Turn 2 when a Scout of Ethne the White (Elohim NPC) enter the Pool of Tears. (Removing the Pool solfed the Problem) Sadly my game is heavy Moded (only XML Mods) so I cant provid the save game and its not 100% sure that the problem is RiFE it self.
 
I get a CTD whenever I end my turn in this game. I'm playing D'tesh, on normal speed, with several extra options enabled (One City Challenge, No animal invasion, the one that places extra mana on the map, no Liberation and probably something else I forgot). I also edited CIV4ImprovementsInfo.xml so that Nightmares don't turn into cows every round. I don't have a clue what the cause of the CTD could be, there isn't anything special or unusual that happens.
 
Speaking of D'tesh, they have the 'option' to build Beastmasters, war-chariots, and knights, but can't because they can't build groves or hippodromes. This additionally seems to apply to upgrading ranger to beastmaster: no icon is shown, presumably because the option is unavailable because a nearby city must have a grove.

A scorpion clan chariot of Bhall "stole" the hero of Foxford - that is, it became the hero. May or may not be intended to be that way.

Rites of Oghma can be completed any number of times. The Pedia entry indicates "1 allowed per 0 turns" so either the turn limiter is bugged (by comparison, Light of Lugus is "4 allowed per 6 turns") or it has been erroneously given an inconsequential limit where it is only supposed to be allowed once, like Stir from Slumber.

This is probably carried over from FF, but under the Guilds(/Corporations) advisor, all guilds are listed as being foundable by Great Prophets. I presume the name under the guild symbol is supposed to indicate the type of great person that can found them.
 
The D'tesh Great Commanders(Dulhallen) when they spawn a fort the fort has only a regular fort commander in it not the D'Tesh Commander.
 
I attempted to begin a new game with Mana Guardians enabled, and did not receive a settler. There was an earth mana node with an earth elemental amid my initial units, is it possible my settler was deleted when the script placed the mana guardian?
 
two summonable civilization religion bugs:

First, if I try to build a white hand unit or building as the frozen, the white hand religion will mysteriously disappear from the city.

Second, I may have located the primary cause of the win7 crash bugs: building a temple of the veil in a captured city as the infernals, or possibly building a settler as the infernals. The same is definitely not true of the frozen, I could build both of those with no problems playing them.
I haven't seen anyone discuss this, probably because it's at the end of a page.

The first one, with the Frozen, is a known issue. I made them Agnostic and loose all religions in all cities every turn, but then Valkrionn added White Hand and made them un-Agnostic, but didn't let them have religions in cities.
 
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